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58209
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Wait, How Does That Work? by @Domenica | Stardance
|
Domenica
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1
|
13.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T07:19:06Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I managed to create a website which provides short lessons to answer the “world mysteries” (questions that might not let you go to sleep). I was really keen on doing this cause since I was little, I always loved learning random stuff. Now this curiosity was translated into a resource for others to learn. The website features 4 documents in html with cs and js -index: intro to the whole concept, method, courses, faq,cta -physics: lesson that explains why things float -computers: how calls sound good -ai: why is chatpgt so intelligent What I found challenging? The rebranding really took it’s time due to the loads of stuff i had to write as code. Then, when writing, i needed to learn how to narrow the concepts and how to explain it with a simple language so anybody could read the lessons. Of what I’m proud I think that I managed to keep the technical things into simple things. I’m proud that im not solving like just the answer like saying this works because idk the law of newton says this, so yeah. No, in this case I explained you the concepts for you to have knowledge about the technical part, but then i added examples so you can see the theory in action. Finally quizzes adds up to the expirience cause its active recall. And when you ace them, you get as prize the next lesson. How to use it? Online: click “Try Project” Locally: click “see source code”. download the files. open them by clicking them or by using visual code studio.", "repo": "https://github.com/Domenica-Santayana/Wait-How-Does-That-Work-", "demo": "https://wait-how-does-that-work.netlify.app"}]...
|
[{"post_id": 84744, "ts": "202 [{"post_id": 84744, "ts": "2026-10-30T05:53:32Z", "hours": 3.9378, "text": "Hello there! You might remember that some hours ago I started writing the lessons and the concepts. Well, during the day I kept on with the writing. Yet, the biggy was to do the whole style and you the actual coding. Tho I managed to do it and, literally once I had the model, I just copied it for the other lessons. So what you’re watching right now is the whole website working. It is an index with intro to the whole idea, courses, FAQ, demo of how teoritically it works, method and join the club. Then the courses are all based on 4 steps: contextualization, key concepts and what happens, real world examples, test, pass to the next. Check out the video to see quite fastly the physics, computers and ai lessons i made. I hope you like it!!"}, {"post_id": 84450, "ts": "2026-10-29T17:29:16Z", "hours": 1.0511, "text": "Hello there! I’ve been starting to write the lessons for the website. That’s why, I’ve written the key concepts needed for the lessons. Firstly, for physics course I’m going to develop a lesson regarding the question: Why do boats float? Because of this, I started explaining principles such as the principle of Archimedes, newton’s law, and thrust force. Secondly, for computers I took the question: how does devices enhance the voice in calls and meetings. I’ve started explaining context quite physics related regarding sound wave and frequency and others. Thirdly, for AI I’m taking the question: Why is ChatGPT so intelligent? For that I’m working on concepts such as LLMs, ML and neural network."}, {"post_id": 83510, "ts": "2026-10-28T02:41:50Z", "hours": 5.07, "text": "Hello there! I know that some days have passed from my last devlog. I was checking some other websites as inspo, and I said, hey I can make my design better. I look up on youtube and google for tutorials. I checked on AI for style ideas as well. As a whole, I managed to make a rebranding. The og design had more of the greenish colors, like teal. Now, its more black, white and blueish. Then, when writing the new style I thought, wait I’m gonna have an issue with the logo. So, I went to edit it, remove its background, and add some shadows. This process can be seen on Lapse. Well then, besides the rebranding, I added a section for FAQ, a Join Us and a Method section. In the last one, I explain how does the method of lessons work (4 steps). Now, I’ll start writing the physics lesson which will be regarding why boat floats, arquimedes and so on. Check on the last changes. See ya!"}, {"post_id": 80039, "ts": "2026-10-16T01:38:26Z", "hours": 0.4406, "text": "Hello there! I’m happy to announce that I’ve just finished the Index.html of my site. Check out the pictures! I finished the courses’ part by making 3 rectangles that let you hover on top of them. Later, I’m thinking of creating a separate html file for each course and inside it, add separate files for each question I decide to answer within the area of knowledge. Moreover, I created a section with the next courses I’m thinking of adding. Now I’m looking forward on actually investigating content that is useful for those using the website. Actually, if you have a random question regarding your understanding of the world or anything related to the proposed subjects, comment below and I’ll look for the answer and add it as part of one course. Hope you like it!"}, {"post_id": 79697, "ts": "2026-10-15T03:02:28Z", "hours": 0.9311, "text": "Hello there! I’ve started coding the body of the site, and I have to say I’m really excited. As you can see in the pictures, just like I did in the Alimentae website, I wanted to put something new on the start of page. This time I decided to make some rectangles with fancy colours that provide you some info about the page. Later on, I started with the courses section. I made a search bar and put some info. Hope you like it!"}, {"post_id": 75753, "ts": "2026-09-30T23:47:10Z", "hours": 0.9106, "text": "Hello there! I’m happy to comment that I’ve successfully finished all the style section of the index.html of the website. When I created the logo, I didn’t really thought about brand colors, but rather the core idea: getting to discover the questions that don’t let you sleep (that’s why the question mark from the magnifying glass). Well then, I thought about white, blueish and tealish colors to get the brand identity. Idk, it just felt right this time. Now, I’m thinking on starting to investigate about stuff that we use or see on our daily life, but we really don’t know how does it actually work. See ya!"}, {"post_id": 71554, "ts": "2026-09-21T01:42:27Z", "hours": 0.8333, "text": "Hello there! So for starters, I’m creating a new website called “Wait, How Does That Work?” which aims to teach you how things you see in your daily life actually work. In short, I’m gonna learn what’s behind things and teach them to you on the website. Based on that, I made my logo drawing. Im gonna make it better later, but this is the general idea. Check out the process in Lapse! Hope you like it!"}]...
|
Title: Wait, How Does That Work? by @Domenica | St Title: Wait, How Does That Work? by @Domenica | Stardance
Devlogs:
Hello there! So for starters, I’m creating a new website called “Wait, How Does That Work?” which aims to teach you how things you see in your daily life actually work. In short, I’m gonna learn what’s behind things and teach them to you on the website. Based on that, I made my logo drawing. Im gonna make it better later, but this is the general idea. Check out the process in Lapse! Hope you like it!
Hello there! I’m happy to comment that I’ve successfully finished all the style section of the index.html of the website. When I created the logo, I didn’t really thought about brand colors, but rather the core idea: getting to discover the questions that don’t let you sleep (that’s why the question mark from the magnifying glass). Well then, I thought about white, blueish and tealish colors to get the brand identity. Idk, it just felt right this time. Now, I’m thinking on starting to investigate about stuff that we use or see on our daily life, but we really don’t know how does it actually work. See ya!
Hello there! I’ve started coding the body of the site, and I have to say I’m really excited. As you can see in the pictures, just like I did in the Alimentae website, I wanted to put something new on the start of page. This time I decided to make some rectangles with fancy colours that provide you some info about the page. Later on, I started with the courses section. I made a search bar and put some info. Hope you like it!
Hello there! I’m happy to announce that I’ve just finished the Index.html of my site. Check out the pictures! I finished the courses’ part by making 3 rectangles that let you hover on top of them. Later, I’m thinking of creating a separate html file for each course and inside it, add separate files for each question I decide to answer within the area of knowledge. Moreover, I created a section with the next courses I’m thinking of adding. Now I’m looking forward on actually investigating content that is useful for those using the website. Actually, if you have a random question regarding your understanding of the world or anything related to the proposed subjects, comment below and I’ll look for the answer and add it as part of one course. Hope you like it!
Hello there! I know that some days have passed from my last devlog. I was checking some other websites as inspo, and I said, hey I can make my design better. I look up on youtube and google for tutorials. I checked on AI for style ideas as well. As a whole, I managed to make a rebranding. The og design had more of the greenish colors, like teal. Now, its more black, white and blueish. Then, when writing the new style I thought, wait I’m gonna have an issue with the logo. So, I went to edit it, remove its background, and add some shadows. This process can be seen on Lapse. Well then, besides the rebranding, I added a section for FAQ, a Join Us and a Method section. In the last one, I explain how does the method of lessons work (4 steps). Now, I’ll start writing the physics lesson which will be regarding why boat floats, arquimedes and so on. Check on the last changes. See ya!
Hello there! I’ve been starting to write the lessons for the website. That’s why, I’ve written the key concepts needed for the lessons. Firstly, for physics course I’m going to develop a lesson regarding the question: Why do boats float? Because of this, I started explaining principles such as the principle of Archimedes, newton’s law, and thrust force. Secondly, for computers I took the question: how does devices enhance the voice in calls and meetings. I’ve started explaining context quite physics related regarding sound wave and frequency and others. Thirdly, for AI I’m taking the question: Why is ChatGPT so intelligent? For that I’m working on concepts such as LLMs, ML and neural network.
Hello there! You might remember that some hours ago I started writing the lessons and the concepts. Well, during the day I kept on with the writing. Yet, the biggy was to do the whole style and you the actual coding. Tho I managed to do it and, literally once I had the model, I just copied it for the other lessons. So what you’re watching right now is the whole website working. It is an index with intro to the whole idea, courses, FAQ, demo of how teoritically it works, method and join the club. Then the courses are all based on 4 steps: contextualization, key concepts and what happens, real world examples, test, pass to the next. Check out the video to see quite fastly the physics, computers and ai lessons i made. I hope you like it!!
Ships:
I managed to create a website which provides short lessons to answer the “world mysteries” (questions that might not let you go to sleep). I was really keen on doing this cause since I was little, I always loved learning random stuff. Now this curiosity was translated into a resource for others to learn. The website features 4 documents in html with cs and js -index: intro to the whole concept, method, courses, faq,cta -physics: lesson that explains why things float -computers: how calls sound good -ai: why is chatpgt so intelligent What I found challenging? The rebranding really took it’s time due to the loads of stuff i had to write as code. Then, when writing, i needed to learn how to narrow the concepts and how to explain it with a simple language so anybody could read the lessons. Of what I’m proud I think that I managed to keep the technical things into simple things. I’m proud that im not solving like just the answer like saying this works because idk the law of newton says this, so yeah. No, in this case I explained you the concepts for you to have knowledge about the technical part, but then i added examples so you can see the theory in action. Finally quizzes adds up to the expirience cause its active recall. And when you ace them, you get as prize the next lesson. How to use it? Online: click “Try Project” Locally: click “see source code”. download the files. open them by clicking them or by using visual code studio....
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1793606097.18279
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1793692497.18279
|
|
25503
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My very own WebOS by @Sid | Stardance
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Sid
|
1
|
5.38
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T02:55:02Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built WebOS, a browser-based desktop simulation featuring draggable windows, a live calendar, a notes editor, a calculator, and a dynamic wallpaper settings app. The biggest hurdle was engineering the window and keeping the midnight calendar updates lightweight, but I’m proud of how the system mimics a native desktop experience. To test it, click the dock or desktop icons to launch applications, drag the windows by their headers, and try pasting a web image link into the settings app to change the wallpaper on the fly.", "repo": "https://github.com/idlisambarchutneychutney-prog/WebOS", "demo": "https://webos-two.vercel.app/"}]...
|
[{"post_id": 69455, "ts": "202 [{"post_id": 69455, "ts": "2026-09-17T02:50:57Z", "hours": 1.0931, "text": "more progress :)"}, {"post_id": 64539, "ts": "2026-09-09T01:05:54Z", "hours": 0.2858, "text": "working on css!"}, {"post_id": 18893, "ts": "2026-06-30T02:50:53Z", "hours": 0.4081, "text": "finally completed the project!!"}, {"post_id": 18831, "ts": "2026-06-30T01:07:15Z", "hours": 0.8092, "text": "To make the environment feel like a functional desktop rather than just a stylized landing page, I built two new core applications into the system dock: a working Calculator utility and a dedicated “About Me” panel. For the calculator, instead of relying on basic, insecure evaluation tools, I structured an inline string compiler using strict execution rules to handle chained arithmetic expressions smoothly, mapping the interface out onto a clean button matrix. Alongside it, the “About Me” window serves as the primary personalization node for the OS, using custom CSS flex badges to cleanly highlight my background. Everything is feeling incredibly cohesive now."}, {"post_id": 16556, "ts": "2026-06-26T22:34:17Z", "hours": 1.0975, "text": "I expanded the WebOS environment by developing two primary user application layers: an optimized Images explorer and a data-handling Notes . The Images app introduces a gallery layout displaying wildlife and animal photo within a grid component framework. Both components integrate with the global window architecture, maintaining active content inputs without losing interface synchronization."}, {"post_id": 16186, "ts": "2026-06-26T09:28:22Z", "hours": 0.945, "text": "In this update, I successfully built and integrated two major system utilities into the core desktop environment: a Settings application and a Calendar . The Settings app introduces real time workspace customization by implementing an input interface that captures image link addresses and immediately binds them to the document body’s style property, allowing users to switch out the global background wallpaper instantly. Alongside this, I added a calendar component."}, {"post_id": 15909, "ts": "2026-06-25T21:14:02Z", "hours": 0.5006, "text": "Today I started working on my Web OS project. So far, I have spent 26 minutes on it. In this session, I mainly focused on the basic building stage of the project.I began by setting up the main structure of the Web OS and planning how the interface will be organized. I worked on the basic layout and started building the foundation that the rest of the system will be added onto later. At this stage, the work was mostly focused on starting the project, organizing the code, and building the basic framework rather than adding advanced features. This was an important first step because it helped create a starting point for future development and gave me a clearer idea of how I want the Web OS to look and function."}]...
|
Title: My very own WebOS by @Sid | Stardance
Devl Title: My very own WebOS by @Sid | Stardance
Devlogs:
Today I started working on my Web OS project. So far, I have spent 26 minutes on it. In this session, I mainly focused on the basic building stage of the project.I began by setting up the main structure of the Web OS and planning how the interface will be organized. I worked on the basic layout and started building the foundation that the rest of the system will be added onto later. At this stage, the work was mostly focused on starting the project, organizing the code, and building the basic framework rather than adding advanced features. This was an important first step because it helped create a starting point for future development and gave me a clearer idea of how I want the Web OS to look and function.
In this update, I successfully built and integrated two major system utilities into the core desktop environment: a Settings application and a Calendar . The Settings app introduces real time workspace customization by implementing an input interface that captures image link addresses and immediately binds them to the document body’s style property, allowing users to switch out the global background wallpaper instantly. Alongside this, I added a calendar component.
I expanded the WebOS environment by developing two primary user application layers: an optimized Images explorer and a data-handling Notes . The Images app introduces a gallery layout displaying wildlife and animal photo within a grid component framework. Both components integrate with the global window architecture, maintaining active content inputs without losing interface synchronization.
To make the environment feel like a functional desktop rather than just a stylized landing page, I built two new core applications into the system dock: a working Calculator utility and a dedicated “About Me” panel. For the calculator, instead of relying on basic, insecure evaluation tools, I structured an inline string compiler using strict execution rules to handle chained arithmetic expressions smoothly, mapping the interface out onto a clean button matrix. Alongside it, the “About Me” window serves as the primary personalization node for the OS, using custom CSS flex badges to cleanly highlight my background. Everything is feeling incredibly cohesive now.
finally completed the project!!
working on css!
more progress :)
Ships:
I built WebOS, a browser-based desktop simulation featuring draggable windows, a live calendar, a notes editor, a calculator, and a dynamic wallpaper settings app. The biggest hurdle was engineering the window and keeping the midnight calendar updates lightweight, but I’m proud of how the system mimics a native desktop experience. To test it, click the dock or desktop icons to launch applications, drag the windows by their headers, and try pasting a web image link into the settings app to change the wallpaper on the fly....
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1793606098.3653746
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1793692498.3653746
|
|
17512
|
NASA Dashboard by @rwbambrough | Stardance
|
rwbambrough
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T22:44:01Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fully done! Full list of features: Uses real Keplerian orbital mechanics to calculate asteroid positions (solves Kepler’s equation with Newton-Raphson iteration) Fetches live near-Earth object data from NASA’s API Looks up real orbital elements for each asteroid from JPL’s Small-Body Database Falls back to generated mock asteroid data if the API or database lookup fails Works on both desktop and web (browser) builds, using different networking methods for each Continuously updates each asteroid’s position over time based on orbital mechanics Calculates real-time asteroid velocity using the vis-viva equation Renders a rotating 3D-style Earth made of thousands of points Draws orbital paths for asteroids as ellipses Color-codes asteroids by threat level based on speed Shows an animated targeting reticle on the selected asteroid Lets you click on asteroids to select/lock onto them Optional on-screen label showing each asteroid’s name and speed Buttons to speed up or slow down time (also controllable with A/D keys) Pause and play buttons for the simulation Toggle button to show/hide orbit lines Toggle button to show/hide quick info labels Scrolling console log showing system messages, some randomized and some real events Randomly fluctuating radar, optical, and comms “integrity” percentages Displays system uptime Detail panel showing selected asteroid’s name, speed, orbital radius, tilt, size, mean anomaly, depth, and danger level Button to export selected asteroid’s data to a text file Button to delete all saved telemetry report files Automatically creates a folder for storing telemetry reports Background ambient sound loops Click sound effect on button presses Sound effects fail gracefully (silently) if audio files are missing Detects whether it’s running on web or desktop and adjusts fonts and networking accordingly Async-based main loop for compatibility with web export Thanks for reading! This has been a pretty hard project so check it out. It wouldnt build itself using itch.io or any other services so you will have to use github to download it sorry.", "repo": "https://github.com/realreed/NASA-Dashboard-Project", "demo": "https://youtu.be/aI1Y5j97pjo"}]...
|
[{"post_id": 24317, "ts": "202 [{"post_id": 24317, "ts": "2026-07-07T20:27:19Z", "hours": 0.9481, "text": "I finished this project, ill be shipping it soon. I added more realistic orbital physics and did some code fixing. Thanks for the support!"}, {"post_id": 13945, "ts": "2026-06-22T21:50:59Z", "hours": 0.9083, "text": "NEW THINGS!! During this session, I added two additional things, The first thing I added was a pause and play button to the simulation. This was a fairly easy addition, as I use a quantitative value called “time_speed” to determine the speed of the simulation. The pause button sets this value to 0, and the play button also functions as a reset button, setting the value to 1 The next thing I added was a quick info option. Instead of having to click on every dot individually to see its name and speed, I added a quick info button seen on the bottom right corner to allow for easier access to velocity and name data. When clicked, two labels are shown, the velocity and the name of the asteroid right next to them shown in the picture TODO Wireframe mesh for the globe, Audio on and off button and finally, real kelperian orbital mechanics. I am not looking forward to that one lol You can find my work and try it for yourself at my github (realreed) Thanks for reading! Give a like if you liked this please!"}, {"post_id": 13852, "ts": "2026-06-22T18:14:19Z", "hours": 1.2172, "text": "I added two things today I added a telemetry data folder And I added a small display window. Heres a little about them The telemetry data is the data listed on the top right when you click on one of the NEOs It lists 8 things, the NEO name, speed, radius, tilt, size, angle, depth, and danger rating. To make this data downloadable, I added a button underneath the telemetry data, before the main loop that runs the software, the OS verifies that the folder inside the project path named “TELEMETRY_DATA” exists, if it doesnt, it creates the folder. This is to ensure the download process goes smoothly. Then, when the button is clicked, it removes any unsafe characters like dashes, commas, and blank spaces to ensure the file is able to be made. The filename consist of the safename of the neo with a report.txt at the end. The txt file is written and in the dashboard console, a message is displayed saying if the data was exported succesfully or not. The TXT file is then stored in TELEMETRY_DATA For the display window, I added a additional rectangle when you click onto the NEOs in the top right. Inside the rectangle, the dot is replicated but its position is set inside of the rectangle and the dot’s size is multiplied by 6 to fit the rectangle. In the future, I think I will make the display window look better, since right now it looks pretty bad. All and all, this was quite a productive session! You can find the full code on my github."}, {"post_id": 13368, "ts": "2026-06-21T22:00:23Z", "hours": 2.2906, "text": "Today I added a background hum, static writing noises and a click sound effect to my NEO Dashboard! Here is my current product I have been working on this project for quite a while, but I havent posted any devlogs. I didnt realize i had to write them or log my hours lol. You can find all my work on this project on my github. I will be writing more devlogs! Stay tuned!"}]...
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Title: NASA Dashboard by @rwbambrough | Stardance
Title: NASA Dashboard by @rwbambrough | Stardance
Devlogs:
Today I added a background hum, static writing noises and a click sound effect to my NEO Dashboard! Here is my current product I have been working on this project for quite a while, but I havent posted any devlogs. I didnt realize i had to write them or log my hours lol. You can find all my work on this project on my github. I will be writing more devlogs! Stay tuned!
I added two things today I added a telemetry data folder And I added a small display window. Heres a little about them The telemetry data is the data listed on the top right when you click on one of the NEOs It lists 8 things, the NEO name, speed, radius, tilt, size, angle, depth, and danger rating. To make this data downloadable, I added a button underneath the telemetry data, before the main loop that runs the software, the OS verifies that the folder inside the project path named “TELEMETRY_DATA” exists, if it doesnt, it creates the folder. This is to ensure the download process goes smoothly. Then, when the button is clicked, it removes any unsafe characters like dashes, commas, and blank spaces to ensure the file is able to be made. The filename consist of the safename of the neo with a report.txt at the end. The txt file is written and in the dashboard console, a message is displayed saying if the data was exported succesfully or not. The TXT file is then stored in TELEMETRY_DATA For the display window, I added a additional rectangle when you click onto the NEOs in the top right. Inside the rectangle, the dot is replicated but its position is set inside of the rectangle and the dot’s size is multiplied by 6 to fit the rectangle. In the future, I think I will make the display window look better, since right now it looks pretty bad. All and all, this was quite a productive session! You can find the full code on my github.
NEW THINGS!! During this session, I added two additional things, The first thing I added was a pause and play button to the simulation. This was a fairly easy addition, as I use a quantitative value called “time_speed” to determine the speed of the simulation. The pause button sets this value to 0, and the play button also functions as a reset button, setting the value to 1 The next thing I added was a quick info option. Instead of having to click on every dot individually to see its name and speed, I added a quick info button seen on the bottom right corner to allow for easier access to velocity and name data. When clicked, two labels are shown, the velocity and the name of the asteroid right next to them shown in the picture TODO Wireframe mesh for the globe, Audio on and off button and finally, real kelperian orbital mechanics. I am not looking forward to that one lol You can find my work and try it for yourself at my github (realreed) Thanks for reading! Give a like if you liked this please!
I finished this project, ill be shipping it soon. I added more realistic orbital physics and did some code fixing. Thanks for the support!
Ships:
Fully done! Full list of features: Uses real Keplerian orbital mechanics to calculate asteroid positions (solves Kepler’s equation with Newton-Raphson iteration) Fetches live near-Earth object data from NASA’s API Looks up real orbital elements for each asteroid from JPL’s Small-Body Database Falls back to generated mock asteroid data if the API or database lookup fails Works on both desktop and web (browser) builds, using different networking methods for each Continuously updates each asteroid’s position over time based on orbital mechanics Calculates real-time asteroid velocity using the vis-viva equation Renders a rotating 3D-style Earth made of thousands of points Draws orbital paths for asteroids as ellipses Color-codes asteroids by threat level based on speed Shows an animated targeting reticle on the selected asteroid Lets you click on asteroids to select/lock onto them Optional on-screen label showing each asteroid’s name and speed Buttons to speed up or slow down time (also controllable with A/D keys) Pause and play buttons for the simulation Toggle button to show/hide orbit lines Toggle button to show/hide quick info labels Scrolling console log showing system messages, some randomized and some real events Randomly fluctuating radar, optical, and comms “integrity” percentages Displays system uptime Detail panel showing selected asteroid’s name, speed, orbital radius, tilt, size, mean anomaly, depth, and danger level Button to export selected asteroid’s data to a text file Button to delete all saved telemetry report files Automatically creates a folder for storing telemetry reports Background ambient sound loops Click sound effect on button presses Sound effects fail gracefully (silently) if audio files are missing Detects whether it’s running on web or desktop and adjusts fonts and networking accordingly Async-based main loop for compatibility with web export Thanks for reading! This has been a pretty hard project so check it out. It wouldnt build itself using itch.io or any other services so you will have to use github to download it sorry....
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1793606099.557825
|
1793692499.557825
|
|
66137
|
Ultimate Custom Platformer by @Martisos | Stardanc Ultimate Custom Platformer by @Martisos | Stardance...
|
Martisos
|
1
|
30.0
|
362
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T20:41:44Z", "hours": 30.0, "multiplier": 12.17, "payout": 362, "blessing": "neutral", "text": "I’ve made 2D platformer. But not like others slop ones. This is special slop inspired by FNAF Ultimate Custom Night! Player chooses from 15 unique modifiers to make the game hard for theirself. Some of them affect Player directly, some others are just popups… Check the game to see all of them. I am so excited to ship the game. At first I was wandering if the game will be good… Now I know that the project if silly and fun to play! It was hard… I had limited time and had to speedrun some stuff. The game is more like a demo, I might update it in the future! Every hour of making it was a good hour. I’ve enjoyed it and I hope you also will enjoy playing the game! Good luck with the challenges! It is my third game made in godot and I am sure i made progress. The game looks awesome to me, and the fact that I’ve made it in just 30h is insane", "repo": "https://github.com/Martisos/Ultimate-Custom-Platformer-Game", "demo": "https://martisos.itch.io/ultimate-custom-platformer"}]...
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[{"post_id": 81879, "ts": "202 [{"post_id": 81879, "ts": "2026-10-22T20:35:56Z", "hours": 0.2775, "text": "Last changes before ship I was so excited to ship that I forgot about small changes, code cleanup and debug things… Ooopss. The game is now ready to be played!"}, {"post_id": 81865, "ts": "2026-10-22T19:58:24Z", "hours": 3.6194, "text": "THE GAME IS READY So i made last changes. Audio System, Music, SFX, images, icons… A lot of work but it is now finished… Quick summary here, because i want to ship it already Audio Player I made custom audio player, so i can overlap a lot of sounds. Only one music can play at once and it’s really easy to change them. Music & SFX I found really cool artist. You can find him here: https://hydrogene.itch.io/high-quality-16-bit-music Also I’ve downloaded some sound effects, like flashbang, meows, jackpot… See for yourself ! Read me I wrote a quick readme explaining the controls and how the game works. I mainly looked at my previous game read me and wrote it that way it’s describing this one… crazy i know. IM SO EXCITED Another 30h project is completed! I really want to see how people combo those effects, so I would appreciate YOU checking the game (it should be out in couple of minutes)"}, {"post_id": 81334, "ts": "2026-10-20T21:27:04Z", "hours": 8.7597, "text": "ULTIMATE Update For Ultimate Custom Platformer I had a lot of work, and so much fun creating this. For last 8 hours I was creating menu, system points, saving system, tooltips, presets and moreee Here are some major things I’ve made: Menu Update Points System Presets New look So I am happy how it looks and operates now! You can choose a preset and try to beat it! If you manage to do it, preset will turn green! Like in UCN, those are just “fun” ideas how you can beat the game. Win Screen I wanted it to look really similar to the UCN. I think I did a good job? I like watching the numbers going up, the text changing, font size going up… YOU watching it -> Death Screen Again, something that looks like UCN. I know it is kinda annoying in the long run. There will be option in settings (which i did not make while writing the devlog :P) that automaticly restarts the game. Like geometry dash. New Challenge - Visual Effects So I got inspider by Fnaf World. The fireworks can pop up on your screen and just distract you. I also used same fireworks on Win Screen, but in game there is… a little bit more than 5 fireworks at one time. Todo There is still some work to be done. Music & Sounds More presets general game feel icons and poppups And probably i forgot about something really important… Yup probably yeah. But I will continue developing the game! See ya on itchio (hopefuly in 2-3 days?)"}, {"post_id": 80224, "ts": "2026-10-16T19:48:16Z", "hours": 6.3192, "text": "Ultimate Custom Platformer Hiii again ! I’m back with some new features! One new challenge, new world and a basic menu! You can clearly see the menu is not finished. The world needs some changes, but I will do it only if i have time. GAMBLING This challenge is just random (as the name might suggest). Slot machine spawns on your screen. You have 5% to just die. That’s it, because gambling is bad or something idk. World-1 I called it 1 because I thought there will be more… There is no way, maybe in later patches… Not on this hackclub project. I think it looks good. The paralax layers (sky and forest) looks awesome. It is not hard, as intended. The player (you :D) has to choose the challenges to make it hard. Challenges Menu I’m using saves, so even if you close the app (or browser in this case, because it will be aviable on itch.io) your highscore will be saved! Even the challenges configuration will, so you dont have to change it every time you go back to menu. A lot minor changes So in this 6h I’ve made so much things, but those were major ones! I hope you like it!"}, {"post_id": 78805, "ts": "2026-10-11T17:26:26Z", "hours": 1.8358, "text": "New Challenges So today I’ve made 2 unique things. Lagging and Flashlight Mode. Am I proud of those two? Yes! (and no!) I’ve tried to beat the game on every challenge turned on… It’s quite… uhh “almost humanly impossible”. So my debug world takes 8 seconds to beat without anything… With everything I beat it once. Lagging So I’ve added lagging to my game because it was too smoth… Of course I’m kidding and the lags are not permament. It can randomly show and limit your fps (depends on level of lag) for 0.5s - 2.5s. It also gives a cool screen effect. Flashlight Mode Happy Spooky Month! Sooo… I’m not that proud of myself here. The idea is REALLY ANNOYING and not really fun. I’ve added it anyways. Move your mouse to see - that’s it. I’ve used (someone else’s) shader to make it. You can still see the cats because it would be impossible for sure (Trust me, I’ve tried). Now you have to operate with your mouse WHILE STILL PLAYING the platformer part. Woooo Spooky Month. Background I’ve made background using 5 paralaxes. I think it looks awesome! It was quite annoying to set up all 5 layers but I’ve somehow did it! Small Summary When I was creating this project I wasn’t sure if it is a good idea. Now I see that it (almost) is! The challenges are unique and most of them are silly. I hope I’ll be able to finish it (I have less than 2 weeks…) Anyways: In case I don’t see ya, good afternoon, good evening, and good night! (wherever you are)"}, {"post_id": 78146, "ts": "2026-10-09T19:36:18Z", "hours": 3.2839, "text": "I made 4 unique Challenges Sooooo I wrote some funny ideas for my game. You can find all on my github > ideas.txt, but here are 4 NEW IMPLEMENTED ONES Flashbang cat So I thought “How can i distract the player…” and then i got a brilliant idea: “cat… and flashbang”. Basicly cat spawn of your screen and just explodes. That’s it. You can hover the cat to make it dissapear, but more of those will come for you. (3 color variants) Immortal Snail Yup. It is always behind you. Always. The higher level of Challenge, the faster it moves. You can easily escape it, but remember… It is always going towards you. (Just slowly flies towards you) Fall Damge - Dark Souls Edition ☠️ So you know the memes (and gameplay) of DS1 where you fall from 0.1 meters and you just die? I implemented it here! You won’t be able to just jump around… Think about every jump as if it will kill you (literally will). Mix it with Rigid Jump and you are cooked (but it will still be possible to beat) Random Sprite Animations That one is not that bad. Your sprite now does a lot of random animations, flips etc. It might be a bit distracting, but it wont kill you. Is it all??? NOPE Of course not. I have planed over 13 more challenges and I hope I will have time to implement everything, then actually make the game playable. I hope you like (or you don’t -> that’s a silly rage game so it’s better if you don’t like it i guess) the ideas and will play the game soon!"}, {"post_id": 75603, "ts": "2026-09-30T15:16:58Z", "hours": 2.3844, "text": "Another 3 Unique Challenges! Hiiii I made another 3 challenges for my platformer game. One is another popup and other two are shaders! “Wanna Keep Playing?” Challenge It might be one of the best there will be in the game. There is a popup that says “Wanna keep playing?” but there is 50% that it won’t be in english… I find it kinda funny. When you click “no” you just die, and if you want to continue my awesome game you just do that. “Mirror” Challenge Sooo kinda explains itself. There is a chance that your screen will get reversed. That’s it. I’m planning to add icon that your screen is actually reversed because now it just happens -> so if you have ad popup visible you won’t see the screen reversing… and you are almost for sure dead. “Random Shader” Challenge There is a chance that your screen will apply a random shader. For now I only have 3 of those: grayscale, inverted colors, distortion (that one is the worst). There will be much more I now have 6 challenges, and there will be much more. Some of them will be boring and somehow annoying… I know that, but there have to be bad challenges so the good one look more unique or something idk. I have some funny ideas, but if you have something cool let me know! That’s all for now"}, {"post_id": 74650, "ts": "2026-09-27T21:05:55Z", "hours": 2.9628, "text": "Ultra Custom Platformer So I started with my super evil plan for the game. The player customizes their own expirience in the game and can feel as much pain as they want. As you can see in the video I have 3 challenges working. Most of challenges have 3 levels, but some will be just ON/OFF. Here they are: Ice floor It messes up with acceleration and friction. Silly but not that fun to play with Rigid Jump Watch the video. You might see that I can make small jump by tapping the jump key… It’s impossible with Rigid Jump challange! You always jump with the same power even if you just tap the key. That one is evil… but not that hard tbh. Popups One of my favourites (of all I could think of). Like in fnaf UCN there are “ads” inside the game. It randomly pops up if the player is on ground. IT DOES NOT pause the game, so the player has to be really carefull… Temporarily L sits in his chair but I’ll make couple of unique popups. Textures I did not create them… But the assets looks soooo gooood. Here are the links on itchio: Player Tileset It’s just the begining So i have 14 challenges in mind. I hope there will be more, but for now i implemented only 3… This will be pure chaos"}, {"post_id": 74197, "ts": "2026-09-26T22:07:38Z", "hours": 0.2769, "text": "Diabolical Idea… I want to make 2D platformer where the player chooses challenges. Something like in Fnaf UCN. My ideas: Easy but Hard There will be simple level, but player will make it harder. Challenges You can see everything on github in my idea.txt, but here are some examples: ice floor - really bad acceleration and friction Popups - random ads(not actually ads, maybe my games and some memes), close with a mouse Lagging - the game will get glitched frame and fps will drop Gambling - you get small animation and you can randomly die idk lol Visual Effects - too much distraction on screen I am really limited by time this month so I hope I will at least make it playable with some challenges… It will be my second (almost) “professional” game, so I hope it won’t take too much time. I would love to start it today but i’m eepy and it’s already past midnight I hope you like the (really bad) idea, I’ll try my best"}]...
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Title: Ultimate Custom Platformer by @Martisos | S Title: Ultimate Custom Platformer by @Martisos | Stardance
Devlogs:
Diabolical Idea… I want to make 2D platformer where the player chooses challenges. Something like in Fnaf UCN. My ideas: Easy but Hard There will be simple level, but player will make it harder. Challenges You can see everything on github in my idea.txt, but here are some examples: ice floor - really bad acceleration and friction Popups - random ads(not actually ads, maybe my games and some memes), close with a mouse Lagging - the game will get glitched frame and fps will drop Gambling - you get small animation and you can randomly die idk lol Visual Effects - too much distraction on screen I am really limited by time this month so I hope I will at least make it playable with some challenges… It will be my second (almost) “professional” game, so I hope it won’t take too much time. I would love to start it today but i’m eepy and it’s already past midnight I hope you like the (really bad) idea, I’ll try my best
Ultra Custom Platformer So I started with my super evil plan for the game. The player customizes their own expirience in the game and can feel as much pain as they want. As you can see in the video I have 3 challenges working. Most of challenges have 3 levels, but some will be just ON/OFF. Here they are: Ice floor It messes up with acceleration and friction. Silly but not that fun to play with Rigid Jump Watch the video. You might see that I can make small jump by tapping the jump key… It’s impossible with Rigid Jump challange! You always jump with the same power even if you just tap the key. That one is evil… but not that hard tbh. Popups One of my favourites (of all I could think of). Like in fnaf UCN there are “ads” inside the game. It randomly pops up if the player is on ground. IT DOES NOT pause the game, so the player has to be really carefull… Temporarily L sits in his chair but I’ll make couple of unique popups. Textures I did not create them… But the assets looks soooo gooood. Here are the links on itchio: Player Tileset It’s just the begining So i have 14 challenges in mind. I hope there will be more, but for now i implemented only 3… This will be pure chaos
Another 3 Unique Challenges! Hiiii I made another 3 challenges for my platformer game. One is another popup and other two are shaders! “Wanna Keep Playing?” Challenge It might be one of the best there will be in the game. There is a popup that says “Wanna keep playing?” but there is 50% that it won’t be in english… I find it kinda funny. When you click “no” you just die, and if you want to continue my awesome game you just do that. “Mirror” Challenge Sooo kinda explains itself. There is a chance that your screen will get reversed. That’s it. I’m planning to add icon that your screen is actually reversed because now it just happens -> so if you have ad popup visible you won’t see the screen reversing… and you are almost for sure dead. “Random Shader” Challenge There is a chance that your screen will apply a random shader. For now I only have 3 of those: grayscale, inverted colors, distortion (that one is the worst). There will be much more I now have 6 challenges, and there will be much more. Some of them will be boring and somehow annoying… I know that, but there have to be bad challenges so the good one look more unique or something idk. I have some funny ideas, but if you have something cool let me know! That’s all for now
I made 4 unique Challenges Sooooo I wrote some funny ideas for my game. You can find all on my github > ideas.txt, but here are 4 NEW IMPLEMENTED ONES Flashbang cat So I thought “How can i distract the player…” and then i got a brilliant idea: “cat… and flashbang”. Basicly cat spawn of your screen and just explodes. That’s it. You can hover the cat to make it dissapear, but more of those will come for you. (3 color variants) Immortal Snail Yup. It is always behind you. Always. The higher level of Challenge, the faster it moves. You can easily escape it, but remember… It is always going towards you. (Just slowly flies towards you) Fall Damge - Dark Souls Edition ☠️ So you know the memes (and gameplay) of DS1 where you fall from 0.1 meters and you just die? I implemented it here! You won’t be able to just jump around… Think about every jump as if it will kill you (literally will). Mix it with Rigid Jump and you are cooked (but it will still be possible to beat) Random Sprite Animations That one is not that bad. Your sprite now does a lot of random animations, flips etc. It might be a bit distracting, but it wont kill you. Is it all??? NOPE Of course not. I have planed over 13 more challenges and I hope I will have time to implement everything, then actually make the game playable. I hope you like (or you don’t -> that’s a silly rage game so it’s better if you don’t like it i guess) the ideas and will play the game soon!
New Challenges So today I’ve made 2 unique things. Lagging and Flashlight Mode. Am I proud of those two? Yes! (and no!) I’ve tried to beat the game on every challenge turned on… It’s quite… uhh “almost humanly impossible”. So my debug world takes 8 seconds to beat without anything… With everything I beat it once. Lagging So I’ve added lagging to my game because it was too smoth… Of course I’m kidding and the lags are not permament. It can randomly show and limit your fps (depends on level of lag) for 0.5s - 2.5s. It also gives a cool screen effect. Flashlight Mode Happy Spooky Month! Sooo… I’m not that proud of myself here. The idea is REALLY ANNOYING and not really fun. I’ve added it anyways. Move your mouse to see - that’s it. I’ve used (someone else’s) shader to make it. You can still see the cats because it would be impossible for sure (Trust me, I’ve tried). Now you have to operate with your mouse WHILE STILL PLAYING the platformer part. Woooo Spooky Month. Background I’ve made background using 5 paralaxes. I think it looks awesome! It was quite annoying to set up all 5 layers but I’ve somehow did it! Small Summary When I was creating this project I wasn’t sure if it is a good idea. Now I see that it (almost) is! The challenges are unique and most of them are silly. I hope I’ll be able to finish it (I have less than 2 weeks…) Anyways: In case I don’t see ya, good afternoon, good evening, and good night! (wherever you are)
Ultimate Custom Platformer Hiii again ! I’m back with some new features! One new challenge, new world and a basic menu! You can clearly see the menu is not finished. The world needs some changes, but I will do it only if i have time. GAMBLING This challenge is just random (as the name might suggest). Slot machine spawns on your screen. You have 5% to just die. That’s it, because gambling is bad or something idk. World-1 I called it 1 because I thought there will be more… There is no way, maybe in later patches… Not on this hackclub project. I think it looks good. The paralax layers (sky and forest) looks awesome. It is not hard, as intended. The player (you :D) has to choose the challenges to make it hard. Challenges Menu I’m using saves, so even if you close the app (or browser in this case, because it will be aviable on itch.io) your highscore will be saved! Even the challenges configuration will, so you dont have to change it every time you go back to menu. A lot minor changes So in this 6h I’ve made so much things, but those were major ones! I hope you like it!
ULTIMATE Update For Ultimate Custom Platformer I had a lot of work, and so much fun creating this. For last 8 hours I was creating menu, system points, saving system, tooltips, presets and moreee Here are some major things I’ve made: Menu Update Points System Presets New look So I am happy how it looks and operates now! You can choose a preset and try to beat it! If you manage to do it, preset will turn green! Like in UCN, those are just “fun” ideas how you can beat the game. Win Screen I wanted it to look really similar to the UCN. I think I did a good job? I like watching the numbers going up, the text changing, font size going up… YOU watching it -> Death Screen Again, something that looks like UCN. I know it is kinda annoying in the long run. There will be option in settings (which i did not make while writing the devlog :P) that automaticly restarts the game. Like geometry dash. New Challenge - Visual Effects So I got inspider by Fnaf World. The fireworks can pop up on your screen and just distract you. I also used same fireworks on Win Screen, but in game there is… a little bit more than 5 fireworks at one time. Todo There is still some work to be done. Music & Sounds More presets general game feel icons and poppups And probably i forgot about something really important… Yup probably yeah. But I will continue developing the game! See ya on itchio (hopefuly in 2-3 days?)
THE GAME IS READY So i made last changes. Audio System, Music, SFX, images, icons… A lot of work but it is now finished… Quick summary here, because i want to ship it already Audio Player I made custom audio player, so i can overlap a lot of sounds. Only one music can play at once and it’s really easy to change them. Music & SFX I found really cool artist. You can find him here: https://hydrogene.itch.io/high-quality-16-bit-music Also I’ve downloaded some sound effects, like flashbang, meows, jackpot… See for yourself ! Read me I wrote a quick readme explaining the controls and how the game works. I mainly looked at my previous game read me and wrote it that way it’s describing this one… crazy i know. IM SO EXCITED Another 30h project is completed! I really want to see how people combo those effects, so I would appreciate YOU checking the game (it should be out in couple of minutes)
Last changes before ship I was so excited to ship that I forgot about small changes, code cleanup and debug things… Ooopss. The game is now ready to be played!
Ships:
I’ve made 2D platformer. But not like others slop ones. This is special slop inspired by FNAF Ultimate Custom Night! Player chooses from 15 unique modifiers to make the game hard for theirself. Some of them affect Player directly, some others are just popups… Check the game to see all of them. I am so excited to ship the game. At first I was wandering if the game will be good… Now I know that the project if silly and fun to play! It was hard… I had limited time and had to speedrun some stuff. The game is more like a demo, I might update it in the future! Every hour of making it was a good hour. I’ve enjoyed it and I hope you also will enjoy playing the game! Good luck with the challenges! It is my third game made in godot and I am sure i made progress. The game looks awesome to me, and the fact that I’ve made it in just 30h is insane...
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1793606100.7226102
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1793692500.7226102
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|
25605
|
My very own WebOS by @AwesomeFreshDay | Stardance
|
AwesomeFreshDay
|
2
|
10.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T22:27:16Z", "hours": 3.0, "multiplier": 1.17, "payout": 4, "blessing": "neutral", "text": "Created an embed game of the game I created during the Warioware mission to put into an app that is playable thanks to Itch.io features. Created background/wallpaper changer app, and a simple 3 seocnd laoding screen when entering the OS. What was challenging was coming upw ith new ideas to expand on the WebOS 1 when I started and having to work around my messy code. I had to use AI help with parts of debugging because the code was all over the place it is like 100 something lines that could be turned into probably less than half but point is I was able to proceed and work around it.", "repo": "https://github.com/AdamT2529/My-very-own-WebOS", "demo": "https://awesomefreshday.github.io/My-very-own-WebOS/"}, {"ship_num": 2, "ts": "2026-07-02T04:25:33Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "a website about cars. Understanding classes learning html css and making the desktop icons, and draggable windows were challenging. Classes especially were challenging.", "repo": "https://github.com/AdamT2529/My-very-own-WebOS", "demo": "https://awesomefreshday.github.io/My-very-own-WebOS/"}]...
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[{"post_id": 39751, "ts": "202 [{"post_id": 39751, "ts": "2026-08-02T22:23:36Z", "hours": 0.6586, "text": "Created my wariogame app and included a playable game embed link into the OS luckily Itch io included embed links hwne you go to distribute in the options"}, {"post_id": 39301, "ts": "2026-08-02T05:55:29Z", "hours": 2.4083, "text": "Fixed/organized many parts of code by changing into classes. Worked on and added 2 new features which are a loading screen and background changer app"}, {"post_id": 20517, "ts": "2026-07-02T04:08:19Z", "hours": 0.2808, "text": "finally finished it the one new feature is a restart btuton which is just reshign the page but anyways lesson of the story i learned is to find the thin you are itnerested in because i didnt like this very much and it took a while consdiering that hte time for this mission woudl take around 2 hours 30 mins and i spent like 7 but i hope to find soemthign related to here on here that is something i would be passionate baout but hey the final projduct isnt that bad and i hope things going forward will be mroe smooth sialign since this is pretty much my first real projekzs tjcreated in hthos platforkm so i hope to find that thign i am interested in on here to continue pursuing and others should see what they would like on here to focus on anyways good luck to evyerhting and everyone"}, {"post_id": 20509, "ts": "2026-07-02T03:43:03Z", "hours": 6.0328, "text": "did some stuff but i accidently did the guide wrong so i am stuck in a rabbit hole following through the guide and having tot ake alternate path because i messed up on soemthing about the welcome screen i didnt knwo the author made some new one so i tried to use the welcome screen i already made in the introductiona nd then they started using div classes but it was hard tof ollow because one part they showed normal code and then the next was a bunch of new stuff and then they remvoed it to put in styles.css idk y it wasnt stated but maybe i follwoed hte guide wrong"}, {"post_id": 16657, "ts": "2026-06-27T02:35:34Z", "hours": 1.1081, "text": "I am beginner to coding and this is my barebones OS so far"}]...
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Title: My very own WebOS by @AwesomeFreshDay | Sta Title: My very own WebOS by @AwesomeFreshDay | Stardance
Devlogs:
I am beginner to coding and this is my barebones OS so far
did some stuff but i accidently did the guide wrong so i am stuck in a rabbit hole following through the guide and having tot ake alternate path because i messed up on soemthing about the welcome screen i didnt knwo the author made some new one so i tried to use the welcome screen i already made in the introductiona nd then they started using div classes but it was hard tof ollow because one part they showed normal code and then the next was a bunch of new stuff and then they remvoed it to put in styles.css idk y it wasnt stated but maybe i follwoed hte guide wrong
finally finished it the one new feature is a restart btuton which is just reshign the page but anyways lesson of the story i learned is to find the thin you are itnerested in because i didnt like this very much and it took a while consdiering that hte time for this mission woudl take around 2 hours 30 mins and i spent like 7 but i hope to find soemthign related to here on here that is something i would be passionate baout but hey the final projduct isnt that bad and i hope things going forward will be mroe smooth sialign since this is pretty much my first real projekzs tjcreated in hthos platforkm so i hope to find that thign i am interested in on here to continue pursuing and others should see what they would like on here to focus on anyways good luck to evyerhting and everyone
Fixed/organized many parts of code by changing into classes. Worked on and added 2 new features which are a loading screen and background changer app
Created my wariogame app and included a playable game embed link into the OS luckily Itch io included embed links hwne you go to distribute in the options
Ships:
a website about cars. Understanding classes learning html css and making the desktop icons, and draggable windows were challenging. Classes especially were challenging.
Created an embed game of the game I created during the Warioware mission to put into an app that is playable thanks to Itch.io features. Created background/wallpaper changer app, and a simple 3 seocnd laoding screen when entering the OS. What was challenging was coming upw ith new ideas to expand on the WebOS 1 when I started and having to work around my messy code. I had to use AI help with parts of debugging because the code was all over the place it is like 100 something lines that could be turned into probably less than half but point is I was able to proceed and work around it....
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1793606101.9928594
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1793692501.9928594
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49419
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PeerScholar by @adityajain1225 | Stardance
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adityajain1225
|
1
|
1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T11:52:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my project called PeerScholar it was made in several hours however timekeeping failed in alternate IDE’s so here we are with our MVP and idea if you find it interesting please mark this as a superstar as it took alot of effort, if you like it and would like to work with me making this real plsss put it as a message with your slack ID in dev log. Thanks :)", "repo": "https://github.com/AdityaJainDXB/PeerScholar", "demo": "https://adityajaindxb.github.io/PeerScholar/"}]...
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[{"post_id": 57275, "ts": "202 [{"post_id": 57275, "ts": "2026-08-29T11:51:01Z", "hours": 0.2839, "text": "Completed the app (Time Keeper Failed with Xcode and Andriod Studio AAAAA)"}, {"post_id": 48065, "ts": "2026-08-16T10:56:59Z", "hours": 0.4678, "text": "Styling complete"}, {"post_id": 48044, "ts": "2026-08-16T10:22:13Z", "hours": 0.3086, "text": "Working on the UI/Style [index.html]"}]...
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Title: PeerScholar by @adityajain1225 | Stardance
Title: PeerScholar by @adityajain1225 | Stardance
Devlogs:
Working on the UI/Style [index.html]
Styling complete
Completed the app (Time Keeper Failed with Xcode and Andriod Studio AAAAA)
Ships:
This is my project called PeerScholar it was made in several hours however timekeeping failed in alternate IDE’s so here we are with our MVP and idea if you find it interesting please mark this as a superstar as it took alot of effort, if you like it and would like to work with me making this real plsss put it as a message with your slack ID in dev log. Thanks :)...
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1793606103.2049131
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1793692503.2049131
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49434
|
Gravity Simulator by @AccidentalGenius | Stardance
|
AccidentalGenius
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T19:46:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple gravity simulator where the user can visualize the effects of gravity on a celestial body.", "repo": "https://github.com/AccidentallyGenius/GravitySimulator", "demo": "https://github.com/AccidentallyGenius/GravitySimulator/releases/tag/v1"}]...
|
[{"post_id": 48771, "ts": "202 [{"post_id": 48771, "ts": "2026-08-17T09:33:05Z", "hours": 4.0617, "text": "This is my first hackclub project, so I wanted to challenge myself a little bit by combining aspects from two of my high school classes, physics, and compsci. I made this whole thing in 2 sessions, so it’s a little rough around the edges."}]...
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Title: Gravity Simulator by @AccidentalGenius | St Title: Gravity Simulator by @AccidentalGenius | Stardance
Devlogs:
This is my first hackclub project, so I wanted to challenge myself a little bit by combining aspects from two of my high school classes, physics, and compsci. I made this whole thing in 2 sessions, so it’s a little rough around the edges.
Ships:
This is a simple gravity simulator where the user can visualize the effects of gravity on a celestial body....
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1793606104.3807826
|
1793692504.3807826
|
|
51139
|
Life Simulation by @Marinho | Stardance
|
Marinho
|
1
|
6.35
|
24
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T10:33:15Z", "hours": 4.0, "multiplier": 5.44, "payout": 24, "blessing": "neutral", "text": "Meet the Zezzits: tiny virtual creatures on a mission to survive in a cruel world. I built this project to visualize how evolution actually works. Zezzits have two core stats: Vision (how far they can see) and Speed (how fast they can move). To survive, they only need two things: food and water. When two Zezzits are well-fed, they reproduce. The newborn inherits a blend of its parents stats and colors (a red and a blue parent will spawn a purple baby), but with a twist, a random genetic mutation. This mutation slightly alters their stats, which can eventually result in a faster, better-adapted species over time.", "repo": "https://github.com/danielmcneto/life-simulation", "demo": "https://ehodan.itch.io/zezzit-simulation"}]...
|
[{"post_id": 61949, "ts": "202 [{"post_id": 61949, "ts": "2026-09-05T04:05:14Z", "hours": 2.3494, "text": "News a male and female system so now zezzits have genders(men = square, women = triangle a way to add and remove food(by right clicking somewhere in the screen) Hover above a zezzit to see its info Fixs A bug where the drink animation would not be played Visual bugs in general"}, {"post_id": 51610, "ts": "2026-08-21T11:54:17Z", "hours": 2.4192, "text": "I solved some bugs like they going back and forth on the bushes and not finding food. Added: -Lakes(now they need to drink to survive) -Energy(Moving faster will make them need food sooner)"}, {"post_id": 51033, "ts": "2026-08-20T14:57:36Z", "hours": 2.0747, "text": "I create the basics like the needing of food, reproductive system and genetics passed away(doing the post on my phone so no photos for now😭)"}]...
|
Title: Life Simulation by @Marinho | Stardance
De Title: Life Simulation by @Marinho | Stardance
Devlogs:
I create the basics like the needing of food, reproductive system and genetics passed away(doing the post on my phone so no photos for now😭)
I solved some bugs like they going back and forth on the bushes and not finding food. Added: -Lakes(now they need to drink to survive) -Energy(Moving faster will make them need food sooner)
News a male and female system so now zezzits have genders(men = square, women = triangle a way to add and remove food(by right clicking somewhere in the screen) Hover above a zezzit to see its info Fixs A bug where the drink animation would not be played Visual bugs in general
Ships:
Meet the Zezzits: tiny virtual creatures on a mission to survive in a cruel world. I built this project to visualize how evolution actually works. Zezzits have two core stats: Vision (how far they can see) and Speed (how fast they can move). To survive, they only need two things: food and water. When two Zezzits are well-fed, they reproduce. The newborn inherits a blend of its parents stats and colors (a red and a blue parent will spawn a purple baby), but with a twist, a random genetic mutation. This mutation slightly alters their stats, which can eventually result in a faster, better-adapted species over time....
|
1793606105.538823
|
1793692505.538823
|
|
35536
|
SlackBot-Bambolino by @Bh4v | Stardance
|
Bh4v
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T06:25:40Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed Bambolino, a feature-rich Slack bot built with Node.js and the Slack Bolt Framework, designed to enrich Slack workspaces through a diverse collection of interactive slash commands and third-party API integrations. The most challenging aspect of the project was deploying the application on Nest, configuring secure SSH access, managing environment variables, and establishing a persistent systemd service to ensure uninterrupted 24/7 availability. I am particularly proud of transforming the project from a local prototype into a continuously hosted application, strengthening my understanding of backend development, server deployment, and software architecture. The project can be tested by installing the bot in a Slack workspace and executing commands such as /bambolino-help.", "repo": "https://github.com/Bhav531/SlackBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BHS5TH9C1"}]...
|
[{"post_id": 28851, "ts": "202 [{"post_id": 28851, "ts": "2026-07-15T12:14:57Z", "hours": 0.8747, "text": "i completed making the slack bot and deployed it on nest through powershell"}]...
|
Title: SlackBot-Bambolino by @Bh4v | Stardance
De Title: SlackBot-Bambolino by @Bh4v | Stardance
Devlogs:
i completed making the slack bot and deployed it on nest through powershell
Ships:
I developed Bambolino, a feature-rich Slack bot built with Node.js and the Slack Bolt Framework, designed to enrich Slack workspaces through a diverse collection of interactive slash commands and third-party API integrations. The most challenging aspect of the project was deploying the application on Nest, configuring secure SSH access, managing environment variables, and establishing a persistent systemd service to ensure uninterrupted 24/7 availability. I am particularly proud of transforming the project from a local prototype into a continuously hosted application, strengthening my understanding of backend development, server deployment, and software architecture. The project can be tested by installing the bot in a Slack workspace and executing commands such as /bambolino-help....
|
1793606106.7392495
|
1793692506.7392495
|
|
46625
|
Music recommender by @Fury | Stardance
|
Fury
|
1
|
19.61
|
107
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T06:53:22Z", "hours": 17.0, "multiplier": 5.29, "payout": 107, "blessing": "neutral", "text": "I made a python script that takes a youtube playlist link and outputs a recommendation for it. Getting it to interact with youtube was annoying but managed to get it to work", "repo": "https://github.com/Furyx407/music-recommender", "demo": "https://github.com/Furyx407/music-recommender/releases/tag/Release"}]...
|
[{"post_id": 62771, "ts": "202 [{"post_id": 62771, "ts": "2026-09-06T09:07:14Z", "hours": 2.6144, "text": "Re-did that search function because of a youtube update :(, should work now… hopefully…"}, {"post_id": 54280, "ts": "2026-08-25T06:11:55Z", "hours": 7.9328, "text": "Finished the music recommender, it can now search youtube. I struggled with passing in the search query into the function as I have to convert it into a str from a list."}, {"post_id": 49327, "ts": "2026-08-18T02:37:03Z", "hours": 8.9017, "text": "Managed to get information of videos in playlist but am having trouble with getting videos to recommend"}]...
|
Title: Music recommender by @Fury | Stardance
Dev Title: Music recommender by @Fury | Stardance
Devlogs:
Managed to get information of videos in playlist but am having trouble with getting videos to recommend
Finished the music recommender, it can now search youtube. I struggled with passing in the search query into the function as I have to convert it into a str from a list.
Re-did that search function because of a youtube update :(, should work now… hopefully…
Ships:
I made a python script that takes a youtube playlist link and outputs a recommendation for it. Getting it to interact with youtube was annoying but managed to get it to work...
|
1793606107.9405766
|
1793692507.9405766
|
|
55098
|
web page editor by @Britto | Stardance
|
Britto
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T16:39:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a chromium based extension where you can change any text of the website locally it works on every website and i put instruction on how to use it", "repo": "https://github.com/themanpluck2/web-page-editor", "demo": "https://themanpluck2.github.io/web-page-editor/"}]...
|
[{"post_id": 55645, "ts": "202 [{"post_id": 55645, "ts": "2026-08-27T16:34:24Z", "hours": 0.5567, "text": "this extension allow you to change the website text of any search website or anything"}]...
|
Title: web page editor by @Britto | Stardance
Dev Title: web page editor by @Britto | Stardance
Devlogs:
this extension allow you to change the website text of any search website or anything
Ships:
i made a chromium based extension where you can change any text of the website locally it works on every website and i put instruction on how to use it...
|
1793606109.1079595
|
1793692509.1079595
|
|
7339
|
Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by @openchanter | Stardance...
|
openchanter
|
1
|
28.08
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T21:51:30Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-based platformer game called Super Mr. Bennet! I made this mainly for my English final project, which was to reinterpret a part of one of the texts we read this year in a creative way. It features 4 levels as well as a level editor, all running in a web browser and using Vite as a bundler on the backend.", "repo": "https://github.com/OpEnchanter/en25-final-project", "demo": "https://bennet.tgreenhagen.com"}]...
|
[{"post_id": 9018, "ts": "2026 [{"post_id": 9018, "ts": "2026-06-15T01:26:35Z", "hours": 3.7328, "text": "For this update, I worked a lot on cleaning up the code, making sure that there are now significantly less type-check errors present, and overall it’s easier to develop more features in the future. Onto things of actual substance I added though, there are now actual coins inside the lucky blocks scattered throughout the game as well as coins that can be placed directly in levels in the editor! Sometime soon I do plan to add some sort of asset caching system to the main game so that it isn’t trying to fetch assets as you are playing."}, {"post_id": 7157, "ts": "2026-06-11T23:11:01Z", "hours": 0.4333, "text": "I quickly added some hot air balloons, they aren’t in any of the campaign levels but they’re fun to play with in custom levels."}, {"post_id": 7083, "ts": "2026-06-11T21:17:11Z", "hours": 5.9783, "text": "I made some improvements to the UI, such as rounded button corners and a outline when hovering a button. I fixed some bugs with both the player and enemy movement and now the enemies are (a bit) more reliable. There’s also now grass that sways in the wind and interacts with the player in the game! Oh and I added a main menu screen. Also had to do some pretty major reworks to how the game loads levels, and I moved all of the code for that to a separate file where I can use it from both the normal levels and the main menu."}, {"post_id": 6644, "ts": "2026-06-11T04:05:32Z", "hours": 0.6953, "text": "Another quick devlog because I fixed some of the issues that existed after the previous one. I also made it so that anyone can enter the editor with any level loaded in it from any level and whenever you get to a new level in the campaign it saves your progress. I know this will cause issues with players not being able to replay the game so I will add a button on the title screen (whenever I get around to making that) for resetting save progress. Oh also I think most if not all of the bugs with movement getting stuck in a certain direction are fixed both in the editor and in game."}, {"post_id": 6617, "ts": "2026-06-11T03:14:20Z", "hours": 3.2364, "text": "I’ve decided to make the game and the editor feel more like one cohesive experience rather than two separate applications, so I’m adding a pause menu as well, and I’m changing the editor to be located at the website’s root rather than being a separate webpage. This will also hopefully make the experience playing the itch.io build of the game better. (note: none of these changes have been published on any public instance of the game yet because there are some unresolved issues with the editor however I have pushed my work from today to GitHub)"}, {"post_id": 5912, "ts": "2026-06-09T21:47:53Z", "hours": 0.6292, "text": "Apparently there was and issue with the level editor that caused it to not render the icons in the UI, so I fixed that. I also wrote the README for the project including information about the project such as the bundler it uses (vite), controls, and documentation on running the app."}, {"post_id": 5892, "ts": "2026-06-09T21:03:28Z", "hours": 3.8522, "text": "I did some behind the scenes work getting it to state where i could publish it on Itch.io and making sure that all the features were working as intended as well as making it automatically resize to maintain pixel size consistency as well as (again) making it work on Itch."}, {"post_id": 2212, "ts": "2026-06-04T16:20:56Z", "hours": 9.2106, "text": "So far I’ve written the engine for this project, which initializes and draws to a canvas element, as well as an editor ( https://bennet.tgreenhagen.com/editor/ ), some pieces that can be used to build levels and some of the campaign levels."}]...
|
Title: Super Mr. Bennet (SCHOOL VERSION - DEPRECAT Title: Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by @openchanter | Stardance
Devlogs:
So far I’ve written the engine for this project, which initializes and draws to a canvas element, as well as an editor ( https://bennet.tgreenhagen.com/editor/ ), some pieces that can be used to build levels and some of the campaign levels.
I did some behind the scenes work getting it to state where i could publish it on Itch.io and making sure that all the features were working as intended as well as making it automatically resize to maintain pixel size consistency as well as (again) making it work on Itch.
Apparently there was and issue with the level editor that caused it to not render the icons in the UI, so I fixed that. I also wrote the README for the project including information about the project such as the bundler it uses (vite), controls, and documentation on running the app.
I’ve decided to make the game and the editor feel more like one cohesive experience rather than two separate applications, so I’m adding a pause menu as well, and I’m changing the editor to be located at the website’s root rather than being a separate webpage. This will also hopefully make the experience playing the itch.io build of the game better. (note: none of these changes have been published on any public instance of the game yet because there are some unresolved issues with the editor however I have pushed my work from today to GitHub)
Another quick devlog because I fixed some of the issues that existed after the previous one. I also made it so that anyone can enter the editor with any level loaded in it from any level and whenever you get to a new level in the campaign it saves your progress. I know this will cause issues with players not being able to replay the game so I will add a button on the title screen (whenever I get around to making that) for resetting save progress. Oh also I think most if not all of the bugs with movement getting stuck in a certain direction are fixed both in the editor and in game.
I made some improvements to the UI, such as rounded button corners and a outline when hovering a button. I fixed some bugs with both the player and enemy movement and now the enemies are (a bit) more reliable. There’s also now grass that sways in the wind and interacts with the player in the game! Oh and I added a main menu screen. Also had to do some pretty major reworks to how the game loads levels, and I moved all of the code for that to a separate file where I can use it from both the normal levels and the main menu.
I quickly added some hot air balloons, they aren’t in any of the campaign levels but they’re fun to play with in custom levels.
For this update, I worked a lot on cleaning up the code, making sure that there are now significantly less type-check errors present, and overall it’s easier to develop more features in the future. Onto things of actual substance I added though, there are now actual coins inside the lucky blocks scattered throughout the game as well as coins that can be placed directly in levels in the editor! Sometime soon I do plan to add some sort of asset caching system to the main game so that it isn’t trying to fetch assets as you are playing.
Ships:
I made a web-based platformer game called Super Mr. Bennet! I made this mainly for my English final project, which was to reinterpret a part of one of the texts we read this year in a creative way. It features 4 levels as well as a level editor, all running in a web browser and using Vite as a bundler on the backend....
|
1793606110.0170114
|
1793692510.0170114
|
|
22427
|
My very own WebOS by @SP-Coder | Stardance
|
SP-Coder
|
2
|
7.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-25T16:25:34Z", "hours": 4.0, "multiplier": 1.72, "payout": 6, "blessing": "neutral", "text": "I made changes to my webOS . Firstly I added a startup screen which features the bat signal and a simple loading bar after which the option to enter the OS comes . Then I also added a few more apps to it which are notes, calculator, and gadgets . I hope you like it :D", "repo": "https://github.com/shreyanshpurohit/SPOS", "demo": "https://spos-seven.vercel.app"}, {"ship_num": 2, "ts": "2026-06-21T13:23:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webOS and named it SPOS. It is a batman-themed operating system that runs on web fully built in html. I used a picture of batman as wallpaper and gave it a black and white theme. I also added a translucent bar at the top from which the applications which I have made can be opened. It also shows the date and time. I used white square as the close button for windows. Then I made custom apps for my OS. First, I made an app called “Batcave” which shows the coolest dialogue of batman. Then I made a todo app in which you can enter the tasks and the cut them once they are done. Then I made a weather app using api which fetches the weather data of the place entered by the user. I personally think it was a fun experience as I learnt many new things from it.", "repo": "https://github.com/shreyanshpurohit/SPOS", "demo": "https://spos-seven.vercel.app"}]...
|
[{"post_id": 34679, "ts": "202 [{"post_id": 34679, "ts": "2026-07-25T16:20:13Z", "hours": 4.1997, "text": "I added a startup screen and more cool apps to my webOS"}, {"post_id": 13093, "ts": "2026-06-21T12:56:59Z", "hours": 3.0756, "text": "I made my first OS called SPOS. It is a batman-themed operating system that runs on web fully built in html. I have tried to make it as cool as I could have. It features a picture of lego batman as wallpaper and has a black and white theme. I also added a translucent bar at the top from which the applications which I have made can be opened. It also shows the date and time and a cool name for batman which is “The Vengeance”. Then I tried making the windows float and add a close button to it but faced a little bit difficulty at first, but I did it with some help and added a white square as the close button for windows. Now came the hardest part, which was making custom apps for my OS. First, I made an app called “Batcave” which shows the coolest dialogue of batman. Then I tried making a todo app which was not a task that is easy for a person like me who doesn’t have much prior experience in making apps with javascript. So, I took help from the guide and other sources after which i was finally able to complete it. Similarly, I made a weather app using wttr api which fetches the weather data of the location entered by the user. And that is how I made my first web OS. You can also take a look :)"}]...
|
Title: My very own WebOS by @SP-Coder | Stardance
Title: My very own WebOS by @SP-Coder | Stardance
Devlogs:
I made my first OS called SPOS. It is a batman-themed operating system that runs on web fully built in html. I have tried to make it as cool as I could have. It features a picture of lego batman as wallpaper and has a black and white theme. I also added a translucent bar at the top from which the applications which I have made can be opened. It also shows the date and time and a cool name for batman which is “The Vengeance”. Then I tried making the windows float and add a close button to it but faced a little bit difficulty at first, but I did it with some help and added a white square as the close button for windows. Now came the hardest part, which was making custom apps for my OS. First, I made an app called “Batcave” which shows the coolest dialogue of batman. Then I tried making a todo app which was not a task that is easy for a person like me who doesn’t have much prior experience in making apps with javascript. So, I took help from the guide and other sources after which i was finally able to complete it. Similarly, I made a weather app using wttr api which fetches the weather data of the location entered by the user. And that is how I made my first web OS. You can also take a look :)
I added a startup screen and more cool apps to my webOS
Ships:
I made a webOS and named it SPOS. It is a batman-themed operating system that runs on web fully built in html. I used a picture of batman as wallpaper and gave it a black and white theme. I also added a translucent bar at the top from which the applications which I have made can be opened. It also shows the date and time. I used white square as the close button for windows. Then I made custom apps for my OS. First, I made an app called “Batcave” which shows the coolest dialogue of batman. Then I made a todo app in which you can enter the tasks and the cut them once they are done. Then I made a weather app using api which fetches the weather data of the place entered by the user. I personally think it was a fun experience as I learnt many new things from it.
I made changes to my webOS . Firstly I added a startup screen which features the bat signal and a simple loading bar after which the option to enter the OS comes . Then I also added a few more apps to it which are notes, calculator, and gadgets . I hope you like it :D...
|
1793606111.2133582
|
1793692511.2133582
|
|
24751
|
CosmoGram by @tharungowda | Stardance
|
tharungowda
|
1
|
10.0
|
130
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T18:32:00Z", "hours": 10.0, "multiplier": 12.66, "payout": 130, "blessing": "neutral", "text": "What did i make : - I built CosmoGram, a dark-themed mobile application using Flutter and Dart that connects directly to NASA’s databases. The app features a “Daily Discovery Feed” or simply “Discover” page which pulls real-time planetary imagery, descriptions, and cosmic telemetry via live API. It also includes a “Birthday” where users can input any date(Basically their bithday) coordinate to query the exact celestial snapshot NASA’s sensors captured on their birth date. What challenges did i face? Since this was my first project handling APIs and asynchronous calls in Flutter, navigating Future methods and managing state was a big learning curve. The most tiresome challenge was the local image downloader; high-resolution assets initially failed with a system exception because NASA’s raw image URLs contain complex API query strings that corrupted native Android file extensions (creating broken 0B files). I solved this by writing a custom naming filter to strip out the parameters and strictly enforce a clean .jpg tag. I also recently had to migrate my workspace to Linux and re-optimize my production compilation into split architecture targets (v7a and v8a) to bypass GitHub’s 25MB file upload limits. What was i proud of ? I was proud of learning app development and using the knowledge i gained through watching YouTube Tutorial and the things i learned along the way using AI (like Google Notebook LLM ) to Teach me Future and state management in flutter. It was a wonderfull experience . what other people should know to use my project? Highly Technological Background is not needed they should just follow these steps:- Download either ‘app-arm64-v8a-release.apk’ or ‘app-armeabi-v7a-release.apk’ (if the former is not installed) from the repository files. Install it on your Android phone (allow “Unknown Sources” if prompted). Open CosmoGram app to see the live NASA Daily Discovery feed, or switch to the Birthday tab and enter a date like 2004-10-24 to pull a historical cosmic snapshot! Note: If you want to pull down the raw code and build it locally, remember to open ‘Screen.dart’ and replace the placeholder string with your own official NASA API key.", "repo": "https://github.com/tharungowdaanime/CosmoGram", "demo": "https://github.com/tharungowdaanime/CosmoGram/releases/download/v1.0.0/app-armeabi-v7a-release.apk"}]...
|
[{"post_id": 19315, "ts": "202 [{"post_id": 19315, "ts": "2026-06-30T16:19:38Z", "hours": 5.9725, "text": "The App Is Almost Ready Short App Description The app I was working on, CosmoGram, is ready (almost). It particularly has two pages: one where you get a daily image and the image’s information like its description, radiation level, etc., and the other page is Birthday, where you enter your birthday and get the image that was taken by NASA on that day. Usage of AI Stitch: I used Stitch to get the UI elements of the two pages. It is awesome and simple to use. I described my app, its usage, and how it works, and it gave me the UI pretty fast, which was also awesome. Gemini: In Stitch, if you go to Export, select the pages you want to export, and export in code, it gives you XML code. I pasted this into Gemini and asked what UI elements I could use to achieve this, and I also told it to give me boilerplate code to build upon. Gemini Image Generation: I also used the Gemini image generation model to generate a custom logo for my app. Troublesome Things & Breakthroughs Since this was my first project involving APIs using Flutter, I did get errors using Future and all that. I mainly asked Gemini for help regarding it. Downloading the image was probably the most tiresome part. I watched some YouTube videos and implemented it, but the downloaded images were all 0B and could not be opened. I asked Gemini to help troubleshoot it. The Download Abort Fix: Initially, downloading high-resolution assets threw a critical system exception. The issue was that NASA’s image URLs contain complex API query strings, which corrupted the native file extension. I wrote a file-naming filter to strip out the parameters and strictly enforce a clean .jpg formatting tag. Now, the Android gallery opens the images flawlessly. What I Just Finished After taking a quick rest, I figured out exactly how to set up the app image and the title name natively! I updated the underlying AndroidManifest.xml files to clear out the default development metadata templates. The app now cleanly displays with its proper launcher name ( CosmoGram ) right on my mobile’s home screen, and it successfully loads up with my customized, textless neon-rocket icon asset in the app drawer. Everything is fully live and running on the phone now! Extra If you see most Flutter projects, they will probably include many files for different pages. This helps if you are in a company where everyone can work on the app and contribute. But since I was making this as a personal project and I don’t think anyone else will contribute to this, I decided to put all the screens and pages in the codebase inside a single Screen.dart . There is also main.dart , which actually runs the app since the void main(){} function is inside that folder."}, {"post_id": 17053, "ts": "2026-06-27T18:02:01Z", "hours": 4.3372, "text": "#DEVLOG1: Hello so i am kinda new here, i really wanted to get into app development. I do have a background in programming(not too much strong just medicore) i know python very well and title bit of C , Since dart is similar to both Python and C like its syntax is similar to C and concepts like OOP is also in Python it was easy to get on. But on flutter part i am still not that much great and i still kinda get confused in topics like Implementation , Stateless,Statefull . So i did build a Currency Converter App as a practice and also so that i could get fimiliar with widgets , i didn’t build it on my own i watched a tutorial and followed along , i think i will build few apps like these and when i get a hang of it i wll go to my main project which is a kinda of simple, It uses NASA’s API to get beautiful images of Universe and you can even set it as wallpaper and you could even enter your birthday and find out the photo the Voyger took on that day. So yeah thats it and if you guys are fimiliar with flutter it could be great if could tell me what all resources you used."}]...
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Title: CosmoGram by @tharungowda | Stardance
Devl Title: CosmoGram by @tharungowda | Stardance
Devlogs:
#DEVLOG1: Hello so i am kinda new here, i really wanted to get into app development. I do have a background in programming(not too much strong just medicore) i know python very well and title bit of C , Since dart is similar to both Python and C like its syntax is similar to C and concepts like OOP is also in Python it was easy to get on. But on flutter part i am still not that much great and i still kinda get confused in topics like Implementation , Stateless,Statefull . So i did build a Currency Converter App as a practice and also so that i could get fimiliar with widgets , i didn’t build it on my own i watched a tutorial and followed along , i think i will build few apps like these and when i get a hang of it i wll go to my main project which is a kinda of simple, It uses NASA’s API to get beautiful images of Universe and you can even set it as wallpaper and you could even enter your birthday and find out the photo the Voyger took on that day. So yeah thats it and if you guys are fimiliar with flutter it could be great if could tell me what all resources you used.
The App Is Almost Ready Short App Description The app I was working on, CosmoGram, is ready (almost). It particularly has two pages: one where you get a daily image and the image’s information like its description, radiation level, etc., and the other page is Birthday, where you enter your birthday and get the image that was taken by NASA on that day. Usage of AI Stitch: I used Stitch to get the UI elements of the two pages. It is awesome and simple to use. I described my app, its usage, and how it works, and it gave me the UI pretty fast, which was also awesome. Gemini: In Stitch, if you go to Export, select the pages you want to export, and export in code, it gives you XML code. I pasted this into Gemini and asked what UI elements I could use to achieve this, and I also told it to give me boilerplate code to build upon. Gemini Image Generation: I also used the Gemini image generation model to generate a custom logo for my app. Troublesome Things & Breakthroughs Since this was my first project involving APIs using Flutter, I did get errors using Future and all that. I mainly asked Gemini for help regarding it. Downloading the image was probably the most tiresome part. I watched some YouTube videos and implemented it, but the downloaded images were all 0B and could not be opened. I asked Gemini to help troubleshoot it. The Download Abort Fix: Initially, downloading high-resolution assets threw a critical system exception. The issue was that NASA’s image URLs contain complex API query strings, which corrupted the native file extension. I wrote a file-naming filter to strip out the parameters and strictly enforce a clean .jpg formatting tag. Now, the Android gallery opens the images flawlessly. What I Just Finished After taking a quick rest, I figured out exactly how to set up the app image and the title name natively! I updated the underlying AndroidManifest.xml files to clear out the default development metadata templates. The app now cleanly displays with its proper launcher name ( CosmoGram ) right on my mobile’s home screen, and it successfully loads up with my customized, textless neon-rocket icon asset in the app drawer. Everything is fully live and running on the phone now! Extra If you see most Flutter projects, they will probably include many files for different pages. This helps if you are in a company where everyone can work on the app and contribute. But since I was making this as a personal project and I don’t think anyone else will contribute to this, I decided to put all the screens and pages in the codebase inside a single Screen.dart . There is also main.dart , which actually runs the app since the void main(){} function is inside that folder.
Ships:
What did i make : - I built CosmoGram, a dark-themed mobile application using Flutter and Dart that connects directly to NASA’s databases. The app features a “Daily Discovery Feed” or simply “Discover” page which pulls real-time planetary imagery, descriptions, and cosmic telemetry via live API. It also includes a “Birthday” where users can input any date(Basically their bithday) coordinate to query the exact celestial snapshot NASA’s sensors captured on their birth date. What challenges did i face? Since this was my first project handling APIs and asynchronous calls in Flutter, navigating Future methods and managing state was a big learning curve. The most tiresome challenge was the local image downloader; high-resolution assets initially failed with a system exception because NASA’s raw image URLs contain complex API query strings that corrupted native Android file extensions (creating broken 0B files). I solved this by writing a custom naming filter to strip out the parameters and strictly enforce a clean .jpg tag. I also recently had to migrate my workspace to Linux and re-optimize my production compilation into split architecture targets (v7a and v8a) to bypass GitHub’s 25MB file upload limits. What was i proud of ? I was proud of learning app development and using the knowledge i gained through watching YouTube Tutorial and the things i learned along the way using AI (like Google Notebook LLM ) to Teach me Future and state management in flutter. It was a wonderfull experience . what other people should know to use my project? Highly Technological Background is not needed they should just follow these steps:- Download either ‘app-arm64-v8a-release.apk’ or ‘app-armeabi-v7a-release.apk’ (if the former is not installed) from the repository files. Install it on your Android phone (allow “Unknown Sources” if prompted). Open CosmoGram app to see the live NASA Daily Discovery feed, or switch to the Birthday tab and enter a date like 2004-10-24 to pull a historical cosmic snapshot! Note: If you want to pull down the raw code and build it locally, remember to open ‘Screen.dart’ and replace the placeholder string with your own official NASA API key....
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1793606112.3812778
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1793692512.3812778
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37108
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ChickenWare by @Adammm | Stardance
|
Adammm
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T15:52:00Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple warioware-inspired game made in Godot. This game includes 3 minigames, a settings menu, a win screen, and a lose screen. It is specifically made to have a chicken-themed aesthetic, hence the name. Textures and models were all self-made, like the egg. Controls are just WASD for movement or arrow keys, space to jump, and you may need to use your mouse for some minigames.", "repo": "https://github.com/Halcyon28/ChickenWare", "demo": "https://shaodidi222.itch.io/chickenware"}]...
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[{"post_id": 32821, "ts": "202 [{"post_id": 32821, "ts": "2026-07-22T06:47:28Z", "hours": 1.3289, "text": "added better sprites for new minigames by using free assets and self made assets for a pixelated theme"}, {"post_id": 32195, "ts": "2026-07-21T06:14:27Z", "hours": 2.5097, "text": "added some sprite animations and backgrounds"}, {"post_id": 31534, "ts": "2026-07-20T00:49:43Z", "hours": 0.8875, "text": "Created title screen, the background is from a old popular windows wallpaper and the chicken sprite is a custom made pixel art made by gemini AI."}]...
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Title: ChickenWare by @Adammm | Stardance
Devlogs Title: ChickenWare by @Adammm | Stardance
Devlogs:
Created title screen, the background is from a old popular windows wallpaper and the chicken sprite is a custom made pixel art made by gemini AI.
added some sprite animations and backgrounds
added better sprites for new minigames by using free assets and self made assets for a pixelated theme
Ships:
This is a simple warioware-inspired game made in Godot. This game includes 3 minigames, a settings menu, a win screen, and a lose screen. It is specifically made to have a chicken-themed aesthetic, hence the name. Textures and models were all self-made, like the egg. Controls are just WASD for movement or arrow keys, space to jump, and you may need to use your mouse for some minigames....
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1793606113.5583193
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1793692513.5583193
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31138
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Low-Tide by @basilsquared | Stardance
|
basilsquared
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1
|
2.0
|
12
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T00:46:44Z", "hours": 2.0, "multiplier": 6.93, "payout": 12, "blessing": "neutral", "text": "The hardest part was, for sure, wrapping my head around rust as a language, when it comes to borrowing things, cargo, etc. but once i got the hang of it it went pretty fast. heres to many more stardance projects! You havent seen anything yet :3", "repo": "https://github.com/basil-squared/Low-Tide", "demo": "https://github.com/basil-squared/Low-Tide/releases/tag/v1.0.0"}]...
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[{"post_id": 23189, "ts": "202 [{"post_id": 23189, "ts": "2026-07-06T00:37:10Z", "hours": 0.4308, "text": "i believe i finished it! Cheer!"}, {"post_id": 23176, "ts": "2026-07-06T00:08:49Z", "hours": 0.8753, "text": "Good news! I zapped what i needed to zap from a single file. Directory processing is gonna be pretty trivial from here, but some of my efforts are gonna be on prettifying the whole project to make it Cooler (TM)"}, {"post_id": 23149, "ts": "2026-07-05T22:45:42Z", "hours": 0.4436, "text": "i got args working using clap, and i got them to print. i made them both optional but im learning about the ‘match/case’ thing which should ideally help me figure that part out…. confusing!"}]...
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Title: Low-Tide by @basilsquared | Stardance
Devl Title: Low-Tide by @basilsquared | Stardance
Devlogs:
i got args working using clap, and i got them to print. i made them both optional but im learning about the ‘match/case’ thing which should ideally help me figure that part out…. confusing!
Good news! I zapped what i needed to zap from a single file. Directory processing is gonna be pretty trivial from here, but some of my efforts are gonna be on prettifying the whole project to make it Cooler (TM)
i believe i finished it! Cheer!
Ships:
The hardest part was, for sure, wrapping my head around rust as a language, when it comes to borrowing things, cargo, etc. but once i got the hang of it it went pretty fast. heres to many more stardance projects! You havent seen anything yet :3...
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1793606114.7585506
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1793692514.7585506
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154
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Test by @obay | Stardance
|
obay
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T12:34:36Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "nothing :)", "repo": "https://github.com/hackclub/stardance/", "demo": "https://review.hackclub.com/"}]...
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[{"post_id": 17955, "ts": "202 [{"post_id": 17955, "ts": "2026-06-28T22:20:56Z", "hours": 0.6539, "text": "hi"}]...
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Title: Test by @obay | Stardance
Devlogs:
hi
Shi Title: Test by @obay | Stardance
Devlogs:
hi
Ships:
nothing :)...
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1793606115.9448373
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1793692515.9448373
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70264
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WIN_pad by @Xavier_1 | Stardance
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Xavier_1
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0
|
0.0
|
0
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[]
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[]
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Title: WIN_pad by @Xavier_1 | Stardance
|
1793606116.870197
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1794210916.870197
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19265
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NFC Monsters by @radsi | Stardance
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radsi
|
1
|
51.0
|
108
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T16:26:11Z", "hours": 51.0, "multiplier": 2.75, "payout": 108, "blessing": "neutral", "text": "This is a mobile game that uses NFC technology to cast spells and execute actions… This is a very WIP project, I can’t event test it on my own phone so I uploaded a showcase video in case someone is interested!", "repo": "https://github.com/radsi/nfc-monsters", "demo": "https://www.youtube.com/watch?v=Tx2pvqhJloY"}]...
|
[{"post_id": 27756, "ts": "202 [{"post_id": 27756, "ts": "2026-07-13T16:22:16Z", "hours": 2.0864, "text": "first alpha release"}, {"post_id": 26628, "ts": "2026-07-11T15:39:57Z", "hours": 5.0958, "text": "New items, enemies, and random events, support for custom music on different map nodes, button to return to the main menu during a run and multiple fixes."}, {"post_id": 24094, "ts": "2026-07-07T13:17:05Z", "hours": 5.1831, "text": "Added a new Layer 3 boss, new events, event-exclusive items and spell unlocks, plus an editor export/import addon. Fixed multiple gameplay and visual bugs, improved random events, and reduced starting HP to 50."}, {"post_id": 20722, "ts": "2026-07-02T12:09:22Z", "hours": 4.9686, "text": "Improved enemy SFX, reworked the armor system into a separate bar, added enemy attack damage indicators, fixed the Spell Summon index bug, improved enemy buffs, and added new events."}, {"post_id": 17744, "ts": "2026-06-28T17:40:48Z", "hours": 4.4111, "text": "Added seed-based generation, new events and items, improved combat feedback, more sound effects, and fixed multiple bugs."}, {"post_id": 15194, "ts": "2026-06-24T18:12:45Z", "hours": 5.4392, "text": "Added unlock notifications, new random events and boss, improved combat feedback, audio, balancing, and added new enemies, items, and spells."}, {"post_id": 12585, "ts": "2026-06-20T15:32:36Z", "hours": 4.0233, "text": "Added new audio, fixed key gameplay bugs, improved UI (tooltips, inventory scroll, gallery), and expanded content with new items, enemies, bosses, and effects."}, {"post_id": 9944, "ts": "2026-06-16T13:58:01Z", "hours": 19.4583, "text": "Slay the Spire inspired game that uses Android NFC to cast spells and perform actions. Right now im working on the base game before starting to add events, items and so"}]...
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Title: NFC Monsters by @radsi | Stardance
Devlogs Title: NFC Monsters by @radsi | Stardance
Devlogs:
Slay the Spire inspired game that uses Android NFC to cast spells and perform actions. Right now im working on the base game before starting to add events, items and so
Added new audio, fixed key gameplay bugs, improved UI (tooltips, inventory scroll, gallery), and expanded content with new items, enemies, bosses, and effects.
Added unlock notifications, new random events and boss, improved combat feedback, audio, balancing, and added new enemies, items, and spells.
Added seed-based generation, new events and items, improved combat feedback, more sound effects, and fixed multiple bugs.
Improved enemy SFX, reworked the armor system into a separate bar, added enemy attack damage indicators, fixed the Spell Summon index bug, improved enemy buffs, and added new events.
Added a new Layer 3 boss, new events, event-exclusive items and spell unlocks, plus an editor export/import addon. Fixed multiple gameplay and visual bugs, improved random events, and reduced starting HP to 50.
New items, enemies, and random events, support for custom music on different map nodes, button to return to the main menu during a run and multiple fixes.
first alpha release
Ships:
This is a mobile game that uses NFC technology to cast spells and execute actions… This is a very WIP project, I can’t event test it on my own phone so I uploaded a showcase video in case someone is interested!...
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1793606117.793002
|
1793692517.793002
|
|
13300
|
My very own WebOS by @BIG_JO | Stardance
|
BIG_JO
|
1
|
13.23
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T15:36:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website on my own and it was actually not that hard its not the 1st time i make them but most of the time it was AI that did the most but it i also lean while using AI so i was kinda used to the Css codes and Html BUT Java will forever be the most challenging this to be honest so i did take more time on java and allow my dragable elemnets to be dragable in the 1st pace so yeah am proud that its functional and made 100% by me its not too much but am Still very proud :) IDK how to make screen record of my project so i wasnt able to film it in action but u can try it with the demo url or see how i made it in my repo", "repo": "https://github.com/joseph777-e/WebOS-2", "demo": "https://webos2-two.vercel.app/"}]...
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[{"post_id": 76621, "ts": "202 [{"post_id": 76621, "ts": "2026-10-04T06:14:22Z", "hours": 0.5678, "text": "am finally done with this project ,just checked for bugs and tested it and might say it all look good and ready for shippin"}, {"post_id": 67949, "ts": "2026-09-14T08:37:52Z", "hours": 0.7417, "text": "today i added some icon pictues for the apps i also made the different app files i had made be interconnected with the main html file and made them into widget style am left with making the draggable and also the remove button “x” doesnt seem to work ill be on that soon too"}, {"post_id": 67506, "ts": "2026-09-13T17:04:29Z", "hours": 0.9708, "text": "kk so i done added up a new feature here. its a files app so u can see the picture of the os but for now it just shows the pictures and documents already in the file but i will cange that later and make it a wodget also its hard tho when making it like see the files and store it in the local storage cause i actually use netify so like idk how i will manage it. i might use some c(laude) :/"}, {"post_id": 53853, "ts": "2026-08-24T15:34:21Z", "hours": 1.1647, "text": "so updates are i changed the calender and now it doesnt only show the month and the year but also the dates and looks more like a calnder most of the work was done in java script and it was actually not that hard to make just a few lines and what took the most time was to chang the colors i changed the green with purple and pink as u can see its compeltely different from bfore and kinda look much more better another thing i did was to remove the numbers drew inside the clock and yeah now all u see is the actuall time i made in java i thnk i will try to arrange the time position inside later… yeah thats all for today ."}, {"post_id": 53068, "ts": "2026-08-23T14:01:02Z", "hours": 1.1092, "text": "so today i was able to change alot of stuff i made the clock widget but i used an image that alr had time written in it wich is why it look like that and another thing i did was to make the calender and yeah that was not that hard the hard part might be to make the apps which i still didnt do yet and am almost startng school 😭 idk if will have time to do all this ."}, {"post_id": 50483, "ts": "2026-08-19T17:23:27Z", "hours": 0.8169, "text": "si i was working on the script today didnt do much change cause i also spent more time in trying to arrange he project and i added some cute effect on the project when u open buttons in the css file u see down here"}, {"post_id": 41985, "ts": "2026-08-06T15:03:03Z", "hours": 1.5875, "text": "kk so like i decided to redo everything….i just checked what others did and what i did is just so bad am even ashamed it looks nothing like an operating system so am definetly redoing it. this is what it looks so far. I hope things will go well and ill be able to finish this by the end of august. no fetures work for now its all either stickers or just buttons that do nothing am just trying to structure it"}, {"post_id": 40214, "ts": "2026-08-03T16:54:42Z", "hours": 2.2694, "text": "so i didnt change anything yet i just was experimenting for some time and i didnt want to waste it ill soon bring new features to thiswebsite and make it look more geourgiuos…idk how to spell it. anyways i saw how some people actually made some crazy work for their OS website and i want to do also something decent so yeah."}, {"post_id": 6957, "ts": "2026-06-11T17:48:10Z", "hours": 2.3408, "text": "i added a draggable icon on the websie can open and close it but so far does nothing ..java sucks"}, {"post_id": 5542, "ts": "2026-06-09T10:58:27Z", "hours": 0.6886, "text": "I added new features like time using java script and was able to use new elemnts to make cool small boxes down as u can see there down…i used elemts like display flex and border size to space them and give them round edges"}, {"post_id": 5483, "ts": "2026-06-09T09:06:40Z", "hours": 1.22, "text": "am doing a website made by myself no ai just for challenge"}]...
|
Title: My very own WebOS by @BIG_JO | Stardance
D Title: My very own WebOS by @BIG_JO | Stardance
Devlogs:
am doing a website made by myself no ai just for challenge
I added new features like time using java script and was able to use new elemnts to make cool small boxes down as u can see there down…i used elemts like display flex and border size to space them and give them round edges
i added a draggable icon on the websie can open and close it but so far does nothing ..java sucks
so i didnt change anything yet i just was experimenting for some time and i didnt want to waste it ill soon bring new features to thiswebsite and make it look more geourgiuos…idk how to spell it. anyways i saw how some people actually made some crazy work for their OS website and i want to do also something decent so yeah.
kk so like i decided to redo everything….i just checked what others did and what i did is just so bad am even ashamed it looks nothing like an operating system so am definetly redoing it. this is what it looks so far. I hope things will go well and ill be able to finish this by the end of august. no fetures work for now its all either stickers or just buttons that do nothing am just trying to structure it
si i was working on the script today didnt do much change cause i also spent more time in trying to arrange he project and i added some cute effect on the project when u open buttons in the css file u see down here
so today i was able to change alot of stuff i made the clock widget but i used an image that alr had time written in it wich is why it look like that and another thing i did was to make the calender and yeah that was not that hard the hard part might be to make the apps which i still didnt do yet and am almost startng school 😭 idk if will have time to do all this .
so updates are i changed the calender and now it doesnt only show the month and the year but also the dates and looks more like a calnder most of the work was done in java script and it was actually not that hard to make just a few lines and what took the most time was to chang the colors i changed the green with purple and pink as u can see its compeltely different from bfore and kinda look much more better another thing i did was to remove the numbers drew inside the clock and yeah now all u see is the actuall time i made in java i thnk i will try to arrange the time position inside later… yeah thats all for today .
kk so i done added up a new feature here. its a files app so u can see the picture of the os but for now it just shows the pictures and documents already in the file but i will cange that later and make it a wodget also its hard tho when making it like see the files and store it in the local storage cause i actually use netify so like idk how i will manage it. i might use some c(laude) :/
today i added some icon pictues for the apps i also made the different app files i had made be interconnected with the main html file and made them into widget style am left with making the draggable and also the remove button “x” doesnt seem to work ill be on that soon too
am finally done with this project ,just checked for bugs and tested it and might say it all look good and ready for shippin
Ships:
I made a website on my own and it was actually not that hard its not the 1st time i make them but most of the time it was AI that did the most but it i also lean while using AI so i was kinda used to the Css codes and Html BUT Java will forever be the most challenging this to be honest so i did take more time on java and allow my dragable elemnets to be dragable in the 1st pace so yeah am proud that its functional and made 100% by me its not too much but am Still very proud :) IDK how to make screen record of my project so i wasnt able to film it in action but u can try it with the demo url or see how i made it in my repo...
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1793606118.9963422
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1793692518.9963422
|
|
36587
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Peylo by @evaanchowdhry | Stardance
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evaanchowdhry
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1
|
5.0
|
64
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T20:46:11Z", "hours": 5.0, "multiplier": 12.74, "payout": 64, "blessing": "neutral", "text": "I made Peylo, a learning app inspired by Duolingo. I’m especially proud of how closely the final design matches the fun and polished feel I was aiming for. The most challenging part was migrating the database, since it was tedious and required a lot of testing. To try the project, create an account and be sure to check your junk or spam folder if the confirmation email doesn’t appear in your inbox.", "repo": "https://github.com/matonhp5108/peylo", "demo": "https://peylo.xyz"}]...
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[{"post_id": 30356, "ts": "202 [{"post_id": 30356, "ts": "2026-07-17T20:43:15Z", "hours": 0.8097, "text": "Well, I just had to migrate Peylo’s supabase account since I forgot the email to the last one. Now instead of using Google Auth, it just uses Supabase auth links. This also means the 2 full units I had generated in the last DB are now gone, so I have around 12 lessons now for the first unit. More to come throughout the dev process. Now at least it’s fully functional."}, {"post_id": 30313, "ts": "2026-07-17T19:24:19Z", "hours": 4.2347, "text": "I just brought Peylo back to life, its a project I created a few weeks ago in June, I had originally given up on it due to Supabase disabling the project because of inactivity. But after I saw Hackclub Stardance, I decided to give it a shot again. Peylo is a learning platform designed to mimic Duolingo’s ease of use but instead of learning languages you learn financial literacy. Now you might think: “How do you make each lesson?” as there’s around 500 lessons in Peylo’s curriculum. Well, I created a Gemini powered lesson generator to automatically generate each lesson and store it in the DB for future use. Now, you might think how I’m managing my Gemini API usage; the truth is, I don’t. I created a system with around 6 different Gemini API keys from all 6 of my Google accounts, and it automatically switches to the next one after one hits its limit. I’m looking forward to continuing on this project in the next few months."}]...
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Title: Peylo by @evaanchowdhry | Stardance
Devlog Title: Peylo by @evaanchowdhry | Stardance
Devlogs:
I just brought Peylo back to life, its a project I created a few weeks ago in June, I had originally given up on it due to Supabase disabling the project because of inactivity. But after I saw Hackclub Stardance, I decided to give it a shot again. Peylo is a learning platform designed to mimic Duolingo’s ease of use but instead of learning languages you learn financial literacy. Now you might think: “How do you make each lesson?” as there’s around 500 lessons in Peylo’s curriculum. Well, I created a Gemini powered lesson generator to automatically generate each lesson and store it in the DB for future use. Now, you might think how I’m managing my Gemini API usage; the truth is, I don’t. I created a system with around 6 different Gemini API keys from all 6 of my Google accounts, and it automatically switches to the next one after one hits its limit. I’m looking forward to continuing on this project in the next few months.
Well, I just had to migrate Peylo’s supabase account since I forgot the email to the last one. Now instead of using Google Auth, it just uses Supabase auth links. This also means the 2 full units I had generated in the last DB are now gone, so I have around 12 lessons now for the first unit. More to come throughout the dev process. Now at least it’s fully functional.
Ships:
I made Peylo, a learning app inspired by Duolingo. I’m especially proud of how closely the final design matches the fun and polished feel I was aiming for. The most challenging part was migrating the database, since it was tedious and required a lot of testing. To try the project, create an account and be sure to check your junk or spam folder if the confirmation email doesn’t appear in your inbox....
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1793606120.208314
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1793692520.208314
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31502
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SpellCLI by @Landen_A | Stardance
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Landen_A
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1
|
19.23
|
180
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T21:39:25Z", "hours": 14.0, "multiplier": 12.81, "payout": 180, "blessing": "neutral", "text": "I created a CLI that can help with spelling words. The most challenging part of this project was the variety of different programming concepts that I had to use like running code on multiple threads and optimizing code. I am proud that I made an application that I will actually use. I sometimes have trouble spelling different words and although many editors have great spell checkers, none of them tell you if their correction is correct (e.g. I don’t know the exact spelling of a word). To install, you need cargo (part of rustup), installation instructions are at https://rust-lang.org/tools/install/", "repo": "https://github.com/looking-g/SpellCLI", "demo": "https://crates.io/crates/spellcli"}]...
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[{"post_id": 58499, "ts": "202 [{"post_id": 58499, "ts": "2026-08-30T22:33:49Z", "hours": 2.2583, "text": "OFFLINE starting NOW I have had it up to HERE trying to get neat definition retrieval from the internet working. TODAY, I GO OFFLINE, WOOOOOOOOOOOOH. (I am going to vent a little in this log so if your not a fan of that stuff feel free to take a look at my other logs :) Stage 1: Anger Believe it or not, SpellCLI broke, again. And, believe it or not, it’s because of the INTERNET DEFINITION GET FUNCTIONS. There is now this new error. After that I had it, I was going off grid for this update. Stage 2: Coding I created a new project turn this epic database (you should check it out) into a rust struct. It works (after 3 and a half hours ;-;) but the out put hash map in-compile-able, it uses more ram than I have 🙏 . Stage 3: More Coding So I striped some of the code from that project and inserted it into SpellCLI (as you do) and it worked. Stage 4: Victory 🍾 After removing the crates I used for web interface the CLI is now very lightweight ( well , I compiles very quickly at least). And now, I have a feeling it won’t break this time🤞. Stage 5: Even More Coding Well, that’s it for now. SpellCLI is now (officially) THE BEST CLI EVER BYE BYE"}, {"post_id": 40445, "ts": "2026-08-03T23:27:09Z", "hours": 1.4422, "text": "My CLI caught a COLD Today, I will take you through the crazy journey of how my CLI caught a “cold” , how I cured it, and how I ended up crating better error handling because of the whole adventure. How dose a CLI catch a cold? So, one day (yesterday), I was using SpellCLI and than suddenly a bunch of treads started to panic, for seemingly no reason! Than, I ran the program again, and it worked perfectly fine. After a few more tests, the CLI seemed to very in the number and how often these threads panicked. It reminded me of how I am when I have a cold (working in varying efficiencies), so I thought to label the CLI as having a cold (I know it’s not the correct way of labeling a program with this status, but I though it would be funny) . DON’T PANIC And just like that I was off to debugging! First, I started with adding debug info like adding names to treads and printing a bunch of information. After a little bit, I found out that the treads that are panicking are the ones that retrieve definition data from the internet. Specifically, the treads are not getting JSON data but “error code: 502” Handling the errors Turns out that error code: 502 means that a bad gateway has interfered with everything, and the best solution is to… try again later. I don’t know why this is just now showing up. If you know or have a guess, feel free to comment! What this all means is that I had to handle internet errors now. So, I changed the get_word_defs function to return a Result and made the treads handle the result: if a tread got the error 502, it would try again up to 3 times, and it would display any other error to the user! It might not be the most perfect or cleanest fix but it works for the most part! And with that I am done! Right? I patched up the CLI and published the new version on crates.io ! but, I sometimes get the error 1015 (meaning I set too many requests) and there are a few other things that could be worked on… For now, I’m going to go back to the bevel gears. Bye, and see you soon!"}, {"post_id": 32643, "ts": "2026-07-21T22:38:35Z", "hours": 1.5333, "text": "Compare the words! ++ I have reworked how words are compared (again)! The best CLI EVER (well, now at least) SpellCLI has been out for some time! I have been using it and I have found a problem. Words that are anagrams of each other often flood the top results and if the word is spelled incorrectly, give (seemingly) completely random words. This is because the placement of a word was not considered at all in the algorithm described in Compare the words! + The Great Algorithm The new algorithm now considers the placement of words (how much they moved) and if words are missing! Take the words “great” and “rat”. ‘r’ haves to move 1 place and ‘a’ and ‘t’ move 2: G|R|E|A|T -|R| | | _|- |- |A| _|_ |- |- |T For a total of 5 movements. Than, the ‘g’ and ‘e’ are left, for a total of 2 leftovers. Leftovers than get a × max_len multiplier, this wights them so that moving letters is “more similar” that extra letters. This gives a total of 15 points of differences. The max amount of difference is calculated as (len1+len2) * max_len (40 in this case). this gives a total of 0.375 difference or 0.625 similarity (63% similar)! The future of SpellCLI I don’t know how common devlogs will be for SpellCLI now that the project is done. I don’t have any plans to ship the project again, if I make several changes by the end of the summer I might. See you in my next project 👀, bye!"}, {"post_id": 30892, "ts": "2026-07-18T21:16:58Z", "hours": 0.3061, "text": "Out Now! SpellCLI is out on crates.io ! The program can be installed with cargo install spellcli See you soon(er than you think)!"}, {"post_id": 30396, "ts": "2026-07-17T21:49:10Z", "hours": 0.9889, "text": "Output and away! I have reconfigured how information is outputted and I am very close to shipping. Out(put) I have changed the output to display Is the input word correct? - if so it's definition Definitions of similar words Not a very complex addition but definitely a needed one! And Out! Now that everything is cleaned up and working, the project is just about ready to ship! All I need to do now is a few more tests, to work on the README, and get the CLI on crates.io/downloadable with cargo intall SpellCLI ! Good bye!"}, {"post_id": 29235, "ts": "2026-07-16T00:40:53Z", "hours": 3.7497, "text": "Multi-threaded Optimizations and a life time of lifetimes The project is now multi-threaded, there is no more acync code, and there are way fewer lifetimes. I can’t wait to show you all of it! Taking our time When I started 3 hours and 44 minutes ago (this is the most amount of coding time I’ve added in a devlog this project!) I tested the speed of the program using the word “anagram”, set to give the top 5 results, I got the speeds: 6314, 5514, and 5488 milliseconds, (from input of anagram to end of program) that’s about 5.5 seconds! That is not very fast, at all. My Client The first optimization I implemented is the use (or reuse) of a Client when requesting definitions from the web. A Client is like a connection to the internet (I think). And every time I got a word’s definition, I created a new Client . (You could imagine how inefficient that can get) Moving over to reuse a Client was very easy (compared to what’s next ) After this change, anagram returned 4332, 3944, and 4038 milliseconds; about 4 seconds, getting better! My Client requested multiple threads Next I made each search for a definition run on a separate thread. Implementing this wasn’t too bad. I did have some trouble with lifetimes but a few .clone() s patched up those errors! But, when the code ran, nothing happened. After panting plenty println!() s I found out that the threads weren’t running, at all . I came to the conclusion that the threads weren’t running because they were using acync closures, and everything acync in rust in lazy and needs to be told to ran. After getting frustrated with tokio I switched the acync part of the acync function with it’s blocking equivalent and everything worked! And with that, I didn’t need tokio anymore ¯ \\ _ (ツ)_/¯. This change returned 3628, 3659, and 3982 milliseconds; about 3.5 seconds, good. My teacher never thought me how to read a dictionary. Lastly, I decided to make the code that checks every word against the input word, you guessed it , I’m tired multi-threaded! This is where lifetimes decided to step in . (in 2 secs: a reference ( ref or & ) points to an owned value; so if the owned value 💥, the ref . To stop this, lifetimes say: “just don’t 💥 when there’s a ref (+ some 🪄 so things aren’t easy)) I made the code that splits dictionary searching into multiple jobs, easy. Than, I tried to make the the system run on multi-threaded, not easy. After fighting &str for too long I finally decided to just turn all the interrupting &str s into Strings (making the values owned; owned values have no lifetimes (I mean, well…) ). The results after all that are 1769, 1666, and 1665 milliseconds; a little over 1.5 seconds, this is very good! 4 paragraphs, 3 improvements, 2 seconds to run, 1 week to launch. That was a wild ride! I hope you enjoyed! I do have some after thoughts if you would like to continue reading: When running with run --release , “anagram” took 800 milliseconds, which I consider fast enough. I do have an idea for something that could make the app run even faster, but I’ll add it if I feel like it. And I am thinking of shipping within the coming 7 days (maybe, sooner). Bye!!!"}, {"post_id": 28729, "ts": "2026-07-15T05:14:04Z", "hours": 2.9761, "text": "Definitions and JSON I have completed the code that gets definitions for words. Even though the idea is simple, the code is not! Dictionary The long journey of getting definitions starts at dictionaryapi.dev . This site allows anyone get a large amount of info on any given word! At the end of the URL I can add a word and it will give me a word’s synonyms, example uses, and definitions . Getting the website data is easy enough using reqwest : reqwest :: get ( /* URL */ ) .await .unwrap () .text () .await .unwrap (); This gets all the data that I need (oh, ya, I’ll explain the use of async code later) ! Info But, the real tricky part is that the data is in JSON and not Rust (who would have though). Luckily enough, there is a library, serde_json , that helps with Rust-JSON communication! interfacing with JSON wasn’t too hard, I just find it unusual how everything was wrapped in a vector; I had to access the data like this: let word_map = & json_body [ 0 ][ \"meanings\" ][ def_num as usize ]; let word_def = & word_map [ \"definitions\" ][ 0 ][ \"definition\" ]; let part_of_speech = & word_map [ \"partOfSpeech\" ]; This could be completely normal but, I don’t know. By the way, [def_num as usize] was originally just [def_num] witch is invalid and silently, always returns null. This took too long to find out . Async and whats next And now, about the async code. The program is taking longer than I would like to run, so, I’m planing on adding some async and multi-threaded code next. Bye!"}, {"post_id": 27983, "ts": "2026-07-13T22:58:11Z", "hours": 2.0586, "text": "Compare the words! + I have reworked how words are compared! before, if I tried to compare “different” and “diferent” the code would see | d | i | f | f | e | r | e | n | t | | d | i | f | e | r | e | n | t | | ^ | ^ | ^ |X |X | X | X | X | X | For a total of 33% accuracy (very wrong)! Now, the new code only compares the difference in letters, without caring about where each letter is placed! The code now sees: | d | i | f | r | e | n | t | <- all letters used | 1 | 1 | 2 | 1 | 2 | 1 | 1 | <- count for \"different\" | 1 | 1 | 1 | 1 | 2 | 1 | 1 | <- count for \"diferent\" then calculates the accuracy per letter: | d | i | f | r | e | n | t | | 1 | 1 | .5 | 1 | 1 | 1 | 1 | witch gives an average (aka accuracy) of 0.928(93%)! This is far better than before! This can give some results that you wouldn’t think like how the code sees “rustq” as most similar to “quarts” (as seen in the image below). You can see the function code here . Now, I’m thinking of getting word definitions for the top i most similar words. Can’t wait for next time, bye!"}, {"post_id": 27871, "ts": "2026-07-13T19:34:26Z", "hours": 2.1369, "text": "Every word in the dictionary I have created a function that compares an input word against every word in the library wordnik_list (very useful! you should check it out!) and retrieves the top n most similar words. The function is very fast already so I probably won’t need to do anything multi-threaded, but the term “multi-threaded” in a project’s description generally creates a better vibe! I’m planing on reworking how words are compared because there is an issue with how the current comparison works (I’ll go into more detail once the fix is implemented). See you later!"}, {"post_id": 27478, "ts": "2026-07-13T02:27:06Z", "hours": 1.5375, "text": "Compare the words! I have added a struct that allows words to be compared for similarity! It works by checking if each letter in two strings are the same. So, if I compare “tall” and “wall”: the code will see t | a| l | l | w | a | l | l | ❌|✅|✅|✅ for a total of ¾/0.75/75% similarity! I’m planing on using this functionality to compare the input word against every English word to get the word the user is most likely trying to spell. So I might have to get into multi-threaded code down the line (or should I say twine XD). Bye!"}, {"post_id": 23680, "ts": "2026-07-06T19:51:01Z", "hours": 0.2592, "text": "Setup I set up a basic utility for the app, being the first_word function. The function isn’t supper complex. What it dose is goes through each character in a string, adds the character to the output if it isn’t white space. If it is white space that the output string is returned. Idea My vision for this app is that you will input a word and the CLI will tell you if it is spelled correctly, and definitions of similarly spelled words. It isn’t supper complex but I do see myself using it in the future quite a bit."}]...
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Title: SpellCLI by @Landen_A | Stardance
Devlogs: Title: SpellCLI by @Landen_A | Stardance
Devlogs:
Setup I set up a basic utility for the app, being the first_word function. The function isn’t supper complex. What it dose is goes through each character in a string, adds the character to the output if it isn’t white space. If it is white space that the output string is returned. Idea My vision for this app is that you will input a word and the CLI will tell you if it is spelled correctly, and definitions of similarly spelled words. It isn’t supper complex but I do see myself using it in the future quite a bit.
Compare the words! I have added a struct that allows words to be compared for similarity! It works by checking if each letter in two strings are the same. So, if I compare “tall” and “wall”: the code will see t | a| l | l | w | a | l | l | ❌|✅|✅|✅ for a total of ¾/0.75/75% similarity! I’m planing on using this functionality to compare the input word against every English word to get the word the user is most likely trying to spell. So I might have to get into multi-threaded code down the line (or should I say twine XD). Bye!
Every word in the dictionary I have created a function that compares an input word against every word in the library wordnik_list (very useful! you should check it out!) and retrieves the top n most similar words. The function is very fast already so I probably won’t need to do anything multi-threaded, but the term “multi-threaded” in a project’s description generally creates a better vibe! I’m planing on reworking how words are compared because there is an issue with how the current comparison works (I’ll go into more detail once the fix is implemented). See you later!
Compare the words! + I have reworked how words are compared! before, if I tried to compare “different” and “diferent” the code would see | d | i | f | f | e | r | e | n | t | | d | i | f | e | r | e | n | t | | ^ | ^ | ^ |X |X | X | X | X | X | For a total of 33% accuracy (very wrong)! Now, the new code only compares the difference in letters, without caring about where each letter is placed! The code now sees: | d | i | f | r | e | n | t | <- all letters used | 1 | 1 | 2 | 1 | 2 | 1 | 1 | <- count for "different" | 1 | 1 | 1 | 1 | 2 | 1 | 1 | <- count for "diferent" then calculates the accuracy per letter: | d | i | f | r | e | n | t | | 1 | 1 | .5 | 1 | 1 | 1 | 1 | witch gives an average (aka accuracy) of 0.928(93%)! This is far better than before! This can give some results that you wouldn’t think like how the code sees “rustq” as most similar to “quarts” (as seen in the image below). You can see the function code here . Now, I’m thinking of getting word definitions for the top i most similar words. Can’t wait for next time, bye!
Definitions and JSON I have completed the code that gets definitions for words. Even though the idea is simple, the code is not! Dictionary The long journey of getting definitions starts at dictionaryapi.dev . This site allows anyone get a large amount of info on any given word! At the end of the URL I can add a word and it will give me a word’s synonyms, example uses, and definitions . Getting the website data is easy enough using reqwest : reqwest :: get ( /* URL */ ) .await .unwrap () .text () .await .unwrap (); This gets all the data that I need (oh, ya, I’ll explain the use of async code later) ! Info But, the real tricky part is that the data is in JSON and not Rust (who would have though). Luckily enough, there is a library, serde_json , that helps with Rust-JSON communication! interfacing with JSON wasn’t too hard, I just find it unusual how everything was wrapped in a vector; I had to access the data like this: let word_map = & json_body [ 0 ][ "meanings" ][ def_num as usize ]; let word_def = & word_map [ "definitions" ][ 0 ][ "definition" ]; let part_of_speech = & word_map [ "partOfSpeech" ]; This could be completely normal but, I don’t know. By the way, [def_num as usize] was originally just [def_num] witch is invalid and silently, always returns null. This took too long to find out . Async and whats next And now, about the async code. The program is taking longer than I would like to run, so, I’m planing on adding some async and multi-threaded code next. Bye!
Multi-threaded Optimizations and a life time of lifetimes The project is now multi-threaded, there is no more acync code, and there are way fewer lifetimes. I can’t wait to show you all of it! Taking our time When I started 3 hours and 44 minutes ago (this is the most amount of coding time I’ve added in a devlog this project!) I tested the speed of the program using the word “anagram”, set to give the top 5 results, I got the speeds: 6314, 5514, and 5488 milliseconds, (from input of anagram to end of program) that’s about 5.5 seconds! That is not very fast, at all. My Client The first optimization I implemented is the use (or reuse) of a Client when requesting definitions from the web. A Client is like a connection to the internet (I think). And every time I got a word’s definition, I created a new Client . (You could imagine how inefficient that can get) Moving over to reuse a Client was very easy (compared to what’s next ) After this change, anagram returned 4332, 3944, and 4038 milliseconds; about 4 seconds, getting better! My Client requested multiple threads Next I made each search for a definition run on a separate thread. Implementing this wasn’t too bad. I did have some trouble with lifetimes but a few .clone() s patched up those errors! But, when the code ran, nothing happened. After panting plenty println!() s I found out that the threads weren’t running, at all . I came to the conclusion that the threads weren’t running because they were using acync closures, and everything acync in rust in lazy and needs to be told to ran. After getting frustrated with tokio I switched the acync part of the acync function with it’s blocking equivalent and everything worked! And with that, I didn’t need tokio anymore ¯ \ _ (ツ)_/¯. This change returned 3628, 3659, and 3982 milliseconds; about 3.5 seconds, good. My teacher never thought me how to read a dictionary. Lastly, I decided to make the code that checks every word against the input word, you guessed it , I’m tired multi-threaded! This is where lifetimes decided to step in . (in 2 secs: a reference ( ref or & ) points to an owned value; so if the owned value 💥, the ref . To stop this, lifetimes say: “just don’t 💥 when there’s a ref (+ some 🪄 so things aren’t easy)) I made the code that splits dictionary searching into multiple jobs, easy. Than, I tried to make the the system run on multi-threaded, not easy. After fighting &str for too long I finally decided to just turn all the interrupting &str s into Strings (making the values owned; owned values have no lifetimes (I mean, well…) ). The results after all that are 1769, 1666, and 1665 milliseconds; a little over 1.5 seconds, this is very good! 4 paragraphs, 3 improvements, 2 seconds to run, 1 week to launch. That was a wild ride! I hope you enjoyed! I do have some after thoughts if you would like to continue reading: When running with run --release , “anagram” took 800 milliseconds, which I consider fast enough. I do have an idea for something that could make the app run even faster, but I’ll add it if I feel like it. And I am thinking of shipping within the coming 7 days (maybe, sooner). Bye!!!
Output and away! I have reconfigured how information is outputted and I am very close to shipping. Out(put) I have changed the output to display Is the input word correct? - if so it's definition Definitions of similar words Not a very complex addition but definitely a needed one! And Out! Now that everything is cleaned up and working, the project is just about ready to ship! All I need to do now is a few more tests, to work on the README, and get the CLI on crates.io/downloadable with cargo intall SpellCLI ! Good bye!
Out Now! SpellCLI is out on crates.io ! The program can be installed with cargo install spellcli See you soon(er than you think)!
Compare the words! ++ I have reworked how words are compared (again)! The best CLI EVER (well, now at least) SpellCLI has been out for some time! I have been using it and I have found a problem. Words that are anagrams of each other often flood the top results and if the word is spelled incorrectly, give (seemingly) completely random words. This is because the placement of a word was not considered at all in the algorithm described in Compare the words! + The Great Algorithm The new algorithm now considers the placement of words (how much they moved) and if words are missing! Take the words “great” and “rat”. ‘r’ haves to move 1 place and ‘a’ and ‘t’ move 2: G|R|E|A|T -|R| | | _|- |- |A| _|_ |- |- |T For a total of 5 movements. Than, the ‘g’ and ‘e’ are left, for a total of 2 leftovers. Leftovers than get a × max_len multiplier, this wights them so that moving letters is “more similar” that extra letters. This gives a total of 15 points of differences. The max amount of difference is calculated as (len1+len2) * max_len (40 in this case). this gives a total of 0.375 difference or 0.625 similarity (63% similar)! The future of SpellCLI I don’t know how common devlogs will be for SpellCLI now that the project is done. I don’t have any plans to ship the project again, if I make several changes by the end of the summer I might. See you in my next project 👀, bye!
My CLI caught a COLD Today, I will take you through the crazy journey of how my CLI caught a “cold” , how I cured it, and how I ended up crating better error handling because of the whole adventure. How dose a CLI catch a cold? So, one day (yesterday), I was using SpellCLI and than suddenly a bunch of treads started to panic, for seemingly no reason! Than, I ran the program again, and it worked perfectly fine. After a few more tests, the CLI seemed to very in the number and how often these threads panicked. It reminded me of how I am when I have a cold (working in varying efficiencies), so I thought to label the CLI as having a cold (I know it’s not the correct way of labeling a program with this status, but I though it would be funny) . DON’T PANIC And just like that I was off to debugging! First, I started with adding debug info like adding names to treads and printing a bunch of information. After a little bit, I found out that the treads that are panicking are the ones that retrieve definition data from the internet. Specifically, the treads are not getting JSON data but “error code: 502” Handling the errors Turns out that error code: 502 means that a bad gateway has interfered with everything, and the best solution is to… try again later. I don’t know why this is just now showing up. If you know or have a guess, feel free to comment! What this all means is that I had to handle internet errors now. So, I changed the get_word_defs function to return a Result and made the treads handle the result: if a tread got the error 502, it would try again up to 3 times, and it would display any other error to the user! It might not be the most perfect or cleanest fix but it works for the most part! And with that I am done! Right? I patched up the CLI and published the new version on crates.io ! but, I sometimes get the error 1015 (meaning I set too many requests) and there are a few other things that could be worked on… For now, I’m going to go back to the bevel gears. Bye, and see you soon!
OFFLINE starting NOW I have had it up to HERE trying to get neat definition retrieval from the internet working. TODAY, I GO OFFLINE, WOOOOOOOOOOOOH. (I am going to vent a little in this log so if your not a fan of that stuff feel free to take a look at my other logs :) Stage 1: Anger Believe it or not, SpellCLI broke, again. And, believe it or not, it’s because of the INTERNET DEFINITION GET FUNCTIONS. There is now this new error. After that I had it, I was going off grid for this update. Stage 2: Coding I created a new project turn this epic database (you should check it out) into a rust struct. It works (after 3 and a half hours ;-;) but the out put hash map in-compile-able, it uses more ram than I have 🙏 . Stage 3: More Coding So I striped some of the code from that project and inserted it into SpellCLI (as you do) and it worked. Stage 4: Victory 🍾 After removing the crates I used for web interface the CLI is now very lightweight ( well , I compiles very quickly at least). And now, I have a feeling it won’t break this time🤞. Stage 5: Even More Coding Well, that’s it for now. SpellCLI is now (officially) THE BEST CLI EVER BYE BYE
Ships:
I created a CLI that can help with spelling words. The most challenging part of this project was the variety of different programming concepts that I had to use like running code on multiple threads and optimizing code. I am proud that I made an application that I will actually use. I sometimes have trouble spelling different words and although many editors have great spell checkers, none of them tell you if their correction is correct (e.g. I don’t know the exact spelling of a word). To install, you need cargo (part of rustup), installation instructions are at https://rust-lang.org/tools/install/...
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1793606124.454131
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1793692524.454131
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16183
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Slackword Bot by @ketchupismm | Stardance
|
ketchupismm
|
2
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T12:56:18Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a dictionary slack app that has 3 functions. Definitions using command, examples are using definitions command, and help command to show all commands. Something that was extremely challenging was adding in the dictionary API and then the GROQ after and had to use ai at the end to help me set up the yes button, polishing my work to be readable, and just small debugging issues like mistypes. I’m really proud of how everything went from learning commands and learning APIs, it’s pretty much my first passion project. The setup is pretty annoying and I’ve tried to explain it as simple as I could in Github when I published it.", "repo": "https://github.com/ketchupismm-cell/Slackword-Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}, {"ship_num": 2, "ts": "2026-07-02T01:55:13Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a dictionary slack app that has 3 functions. Definitions using command, examples are using definitions command, and help command to show all commands. Something that was extremely challenging was adding in the dictionary API and then the GROQ after and had to use ai at the end to help me set up the yes button, polishing my work to be readable, and just small debugging issues like mistypes. I’m really proud of how everything went from learning commands and learning APIs, it’s pretty much my first passion project. The setup is pretty annoying and I’ve tried to explain it as simple as I could in Github when I published it.", "repo": "https://github.com/ketchupismm-cell/Slackword-Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 25926, "ts": "202 [{"post_id": 25926, "ts": "2026-07-10T12:55:41Z", "hours": 0.4089, "text": "For my bot, I have two commands and one feature on my slackword app. /slackword-define, /slackword-help the one feature is the examples when you click the yes button when you use the define command"}, {"post_id": 20455, "ts": "2026-07-02T01:37:45Z", "hours": 1.4642, "text": "I published my work into Github, run it on Nest and as a systemd service"}, {"post_id": 19768, "ts": "2026-07-01T04:47:37Z", "hours": 2.0594, "text": "Finally finished up with adding in exemplar button after definition command is used and took a while to polish everything Planning to add on other commands such as daily word tomorrow"}, {"post_id": 19546, "ts": "2026-06-30T21:24:32Z", "hours": 2.3167, "text": "I added GROQ as a LLM for special-nouns"}, {"post_id": 18822, "ts": "2026-06-30T00:54:20Z", "hours": 1.9583, "text": "Working on cleaning code and adding additional features to definitions"}]...
|
Title: Slackword Bot by @ketchupismm | Stardance
Title: Slackword Bot by @ketchupismm | Stardance
Devlogs:
Working on cleaning code and adding additional features to definitions
I added GROQ as a LLM for special-nouns
Finally finished up with adding in exemplar button after definition command is used and took a while to polish everything Planning to add on other commands such as daily word tomorrow
I published my work into Github, run it on Nest and as a systemd service
For my bot, I have two commands and one feature on my slackword app. /slackword-define, /slackword-help the one feature is the examples when you click the yes button when you use the define command
Ships:
I made a dictionary slack app that has 3 functions. Definitions using command, examples are using definitions command, and help command to show all commands. Something that was extremely challenging was adding in the dictionary API and then the GROQ after and had to use ai at the end to help me set up the yes button, polishing my work to be readable, and just small debugging issues like mistypes. I’m really proud of how everything went from learning commands and learning APIs, it’s pretty much my first passion project. The setup is pretty annoying and I’ve tried to explain it as simple as I could in Github when I published it.
I made a dictionary slack app that has 3 functions. Definitions using command, examples are using definitions command, and help command to show all commands. Something that was extremely challenging was adding in the dictionary API and then the GROQ after and had to use ai at the end to help me set up the yes button, polishing my work to be readable, and just small debugging issues like mistypes. I’m really proud of how everything went from learning commands and learning APIs, it’s pretty much my first passion project. The setup is pretty annoying and I’ve tried to explain it as simple as I could in Github when I published it....
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1793606125.6758895
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1793692525.6758895
|
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37912
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CLEARED by @Kaorii | Stardance
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Kaorii
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T12:41:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CLEARED is a flight-themed deep focus timer, built with Tauri 2 (Rust + React + TypeScript)", "repo": "https://github.com/kaorii-ako/CLEARED", "demo": "https://github.com/kaorii-ako/CLEARED/releases"}]...
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[{"post_id": 32318, "ts": "202 [{"post_id": 32318, "ts": "2026-07-21T12:40:48Z", "hours": 2.0872, "text": "CLEARED is a flight-themed deep focus timer, built with Tauri 2 (Rust + React + TypeScript). Instead of a plain countdown, every focus session is framed as a flight: pick your home airport, choose a destination and flight duration, pick a seat class, get a boarding pass, then watch a live animated flight map track your session in real time. Land, and you get a streak + miles tracked over time. Stack: Rust (Tauri 2) backend - timer logic, SQLite persistence, system tray, native notifications React 19 + TypeScript + Tailwind CSS 4 frontend Framer Motion for the flight animations Features shipped in v0.1.0: Full onboarding → destination/seat picker → boarding pass → live tracking flow Background system tray timer + native completion notifications Local SQLite session history with stats Repo: github.com/kaorii-ako/CLEARED"}]...
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Title: CLEARED by @Kaorii | Stardance
Devlogs:
CL Title: CLEARED by @Kaorii | Stardance
Devlogs:
CLEARED is a flight-themed deep focus timer, built with Tauri 2 (Rust + React + TypeScript). Instead of a plain countdown, every focus session is framed as a flight: pick your home airport, choose a destination and flight duration, pick a seat class, get a boarding pass, then watch a live animated flight map track your session in real time. Land, and you get a streak + miles tracked over time. Stack: Rust (Tauri 2) backend - timer logic, SQLite persistence, system tray, native notifications React 19 + TypeScript + Tailwind CSS 4 frontend Framer Motion for the flight animations Features shipped in v0.1.0: Full onboarding → destination/seat picker → boarding pass → live tracking flow Background system tray timer + native completion notifications Local SQLite session history with stats Repo: github.com/kaorii-ako/CLEARED
Ships:
CLEARED is a flight-themed deep focus timer, built with Tauri 2 (Rust + React + TypeScript)...
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1793606126.876576
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1793692526.876576
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17678
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Mole in a Hole by @lima6 | Stardance
|
lima6
|
1
|
3.0
|
46
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T09:35:20Z", "hours": 3.0, "multiplier": 17.27, "payout": 46, "blessing": "neutral", "text": "Mole in a Hole Version 2.1: New update of the Mole in a Hole released + shipped! Updates: Added a new brick - the monster brick. Destroyed when it’s “parent” monster is destroyed - meaning the player has to defeat certain monsters in order to proceed. Redid section - overhauled the entire mushroom sector with new and more exciting puzzles and challenges. The difficulty has been increased. Bug fixes - fixed some fade transition bugs. Updated springs - updated the (mushroom) springs to make them more flexible - they can bounce the player to the left or right Please try out our game and feel free to comment! (I would like to know if anyone can beat the game - it’s not long).", "repo": "https://github.com/justtjasonn/Mole_in_a_hole", "demo": "https://lima6.itch.io/mole-in-a-hole"}]...
|
[{"post_id": 16174, "ts": "202 [{"post_id": 16174, "ts": "2026-06-26T08:55:13Z", "hours": 2.3042, "text": "Redid section Overhauled the entire mushroom sector with new and more exciting puzzles and challenges. The difficulty has been increased. This update includes: Bug fixes - fixed some fade transition bugs. Updated springs - updated the (mushroom) springs to make them more flexible. Changed the boost from just y to Vector(x, y) so the spring can bounce the player to the left or right."}, {"post_id": 7768, "ts": "2026-06-12T23:53:48Z", "hours": 0.4086, "text": "Monster Brick Added a new brick - the monster brick. Is destroyed when it’s “parent” monster is destroyed - meaning the player has to defeat certain monsters in order to proceed."}]...
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Title: Mole in a Hole by @lima6 | Stardance
Devlo Title: Mole in a Hole by @lima6 | Stardance
Devlogs:
Monster Brick Added a new brick - the monster brick. Is destroyed when it’s “parent” monster is destroyed - meaning the player has to defeat certain monsters in order to proceed.
Redid section Overhauled the entire mushroom sector with new and more exciting puzzles and challenges. The difficulty has been increased. This update includes: Bug fixes - fixed some fade transition bugs. Updated springs - updated the (mushroom) springs to make them more flexible. Changed the boost from just y to Vector(x, y) so the spring can bounce the player to the left or right.
Ships:
Mole in a Hole Version 2.1: New update of the Mole in a Hole released + shipped! Updates: Added a new brick - the monster brick. Destroyed when it’s “parent” monster is destroyed - meaning the player has to defeat certain monsters in order to proceed. Redid section - overhauled the entire mushroom sector with new and more exciting puzzles and challenges. The difficulty has been increased. Bug fixes - fixed some fade transition bugs. Updated springs - updated the (mushroom) springs to make them more flexible - they can bounce the player to the left or right Please try out our game and feel free to comment! (I would like to know if anyone can beat the game - it’s not long)....
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1793606129.2655797
|
1793692529.2655797
|
|
19331
|
Platformer Game by @Livvy | Stardance
|
Livvy
|
3
|
15.0
|
188
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T00:51:31Z", "hours": 10.0, "multiplier": 9.82, "payout": 121, "blessing": "neutral", "text": "I completed a game where you jump through obstacles and change gravity to move through each level. As an astronaut, you use a paint gun to change your gravity based on the corresponding color. I’m proud of this being my first big project in java and HTML and CSS, and that this was my first time using VS Code. Also the paint mechanics working was a big accomplishment. A struggle was getting the flag to work after something I added along the way caused a bug and I didn’t realize to way later. It took a while but I got it working! I hope everyone enjoys the project.", "repo": "https://github.com/oliviasophia67/Paint-Gravity-Platformer", "demo": "https://oliviasophia67.github.io/Paint-Gravity-Platformer/"}, {"ship_num": 2, "ts": "2026-07-13T20:43:26Z", "hours": 0.0, "multiplier": 17.21, "payout": 7, "blessing": "neutral", "text": "I made a Platformer Game where you are an astronaut and must navigate through caves to reach the flag. I’m very proud of the graphics and how much I’ve learned when it comes to coding in javascript, html, and css. I am also happy that this finally forced me to get better at using github to place the project into and make it easier to submit into stardance.", "repo": "https://github.com/oliviasophia67/Paint-Gravity-Platformer", "demo": "https://oliviasophia67.github.io/Paint-Gravity-Platformer/"}, {"ship_num": 3, "ts": "2026-06-29T21:09:31Z", "hours": 5.0, "multiplier": 13.29, "payout": 60, "blessing": "neutral", "text": "The project I worked on was a platformer game where you are an astronaut that paints to flip gravity by walking on it, to make its way out of a alien cave. Challenges for this project were honestly finding a way to start the project, as this was one of my first coding projects in JavaScript. Also part of what I struggled with was connecting the project to Hackatime and github to connect it to Stardance. Another thing that was difficult was adding in a level selection and menu with a tracker to keep track of the stars collected on each level. A couple things that I think went very well with this project was the graphics such as the astronauts paint gun, and the background along with the flag. I’m also happy about how the paint turned out with flipping gravity and its graphics.", "repo": "https://github.com/oliviasophia67/Paint-Gravity-Platformer", "demo": "https://oliviasophia67.github.io/Paint-Gravity-Platformer/"}]...
|
[{"post_id": 72014, "ts": "202 [{"post_id": 72014, "ts": "2026-09-22T00:36:16Z", "hours": 4.8328, "text": "Final Devlog Number 9!!! :) So this is the final devlog for the game, all bugs are fixed and the game is finished (for now) I may still work on some things in my spare time but since school started up it been hard to find the time to work on it. It is completed with levels, star completion, ghost racing, achievements, and smooth gameplay. I hope that all of you enjoy the project. I enjoyed working on this a lot. Thanks for all the support I got in the process!"}, {"post_id": 33175, "ts": "2026-07-22T20:49:21Z", "hours": 1.8244, "text": "Devlog 8 - Fixed All Issues! So like I described in my last devlog, I had a major issue that was continuing to pop up, and no matter what I did it was still there. Pretty much the issue was that the whole game froze when touching the flag, and it was caused because I forgot to define one of my variables correctly. The problem was that once I finally fixed this, I had to fix the issues I cause in the process of fixing this, such as the timer no longer working. Besides this I spent some time starting to make an achievements page, to show progress throughout the game."}, {"post_id": 32673, "ts": "2026-07-21T23:51:49Z", "hours": 2.5392, "text": "Bad News :( Devlog 7……. So I have spent the last day none stop working on a bug that I accidently made I think when adding in the timer, but honestly nothing I’ve tried has worked yet. I tried so many different ideas and asked anyone who knows coding but nothing has worked. pretty much the issue is that the astronaut freezes when touching the flag and nothing in the game works. I tried adding in a try …… catch function around the code where it shows what happens when you touch the flag and exactly what error happened, but for this nothing showed up, and in any debugger I try it sees nothing wrong with the code. I’ll add in a screenshot of what it looks like when it freezes, (ignore some parts at the top, I know they overlap) If anyone has an idea of what’s wrong I could really use it. Thanks y’all!"}, {"post_id": 31969, "ts": "2026-07-20T19:56:53Z", "hours": 1.0725, "text": "Paint Gravity Game Devlog! progress I made was I fixed the trajectory lines to show where the paint will end up going, along with this I worked on the tracking for the stars that you collect each level. Now there is a counter along with the total amount of possible stars, to show the progress made in the game. next i’m gonna make the grpahics on the menu and start menu much better."}, {"post_id": 27903, "ts": "2026-07-13T20:34:52Z", "hours": 0.3642, "text": "Another Devlog! I already have shipped this project once, and probably will again soon, but for now heres an update on what I worked on. Not much time was physically spent in the project, but in learning more about coding in java (which is what this project was for me), which for today took me more like an hour than what was logged. Specifically I learned more about the way to make the gun follow the mouse, and working on some of the graphics, such as the background behind the cave walls move. I also tried to think of more ideas, maybe a trajectory dots to show where the paint will go, I would like some advice or commets of what to add."}, {"post_id": 18660, "ts": "2026-06-29T20:59:57Z", "hours": 0.3661, "text": "This is now officially the last devlog I shall post for this project. First off I made most of the additions I said I would, specifically added in the waterfalls to remove paint, and worked on graphics, especially the background. Now I shall ship the project for rating, as well I added in a demo url to the info so people can now officially try it! I will start working on a new project soon, hopefully a longer and harder one."}, {"post_id": 14105, "ts": "2026-06-23T02:36:31Z", "hours": 0.5003, "text": "One of the last devlogs (hopefully) for this project. this will be a fairly short log, just describing the updates I’ve made to my game. Firstly, the changes I made was I added in a main menu with a title page and a way to go to level selection, to access levels as you unlock them. I also fixed some graphics such as the paint gun and the tutorial on the first and second levels to play the game. I made the paint even better as now it drips onto the ceiling, instead of the paint being the same anywhere it is. In this project I have been using HTML and JavaScript in VS code, so here’s an overview of what the code is composed of and what I used to program the game. Major types of functions that will be needed for coding this type of game is a draw function, which as it describes, draws the map, the game loop function and the load level function. Each of these or general loading for the game, along with functions that derive from variables. Making sure variables were defined correctly was also a main part of it. Only other thing I would like is some smaller details to add into the game. Some I was thinking of is maybe instead of just spikes have mini spikes fly across the amp in a timely order, maybe add a waterfall to some levels that when paint is shot through it it washes away, maybe a star rating system or stars to collect in the level, along with possibly making the background more fun and engaging. I would love some other ideas too!"}, {"post_id": 12936, "ts": "2026-06-21T05:28:28Z", "hours": 2.4497, "text": "This is another devlog I’ve posted for this project and I’m almost finished. I definitely fixed the graphics for the game, turning the white box into an astronaut, turning green half circles to plants, and made the theme of a alien cave (or tried to). Here’s the list of what I worked on recently: Obviously I mainly worked on graphics including the change to a pixel art theme, creating the flag and aura around it, made the paint drip to make it look more like paint gravity, and added a tutorial to learn the game along with controls at the top. Another main thing was the death mechanisms. I made spikes into the the levels that increase in difficulty as the levels continue, along with adding a reset button. At first the levels were also slightly simple as there was no limit to the ammo, which I now added to keep the levels hard, and make the game into a puzzle. There is a couple more things I need to add before posting this project for rating which is just to make the astronaut hold a paint gun (which I somehow forgot) and to add a menu for the levels of the game."}, {"post_id": 12300, "ts": "2026-06-20T02:06:08Z", "hours": 1.2378, "text": "First Devlog! So I just recently started working on this new platformer game in VS Code, and here’s what I’ve coded so far. Main thing I began were the basics. I set up the controls for the player, and added an ending goal to bring the player to the next level. I also added in platforms to jump on, and the animation for a paint gun that the player will shoot to win levels. Next I will be adding, gravity mechanics to the paint to change the gravity, making the spikes kill the player and force them to restart the level, and lastly work on the scene and art of the game."}]...
|
Title: Platformer Game by @Livvy | Stardance
Devl Title: Platformer Game by @Livvy | Stardance
Devlogs:
First Devlog! So I just recently started working on this new platformer game in VS Code, and here’s what I’ve coded so far. Main thing I began were the basics. I set up the controls for the player, and added an ending goal to bring the player to the next level. I also added in platforms to jump on, and the animation for a paint gun that the player will shoot to win levels. Next I will be adding, gravity mechanics to the paint to change the gravity, making the spikes kill the player and force them to restart the level, and lastly work on the scene and art of the game.
This is another devlog I’ve posted for this project and I’m almost finished. I definitely fixed the graphics for the game, turning the white box into an astronaut, turning green half circles to plants, and made the theme of a alien cave (or tried to). Here’s the list of what I worked on recently: Obviously I mainly worked on graphics including the change to a pixel art theme, creating the flag and aura around it, made the paint drip to make it look more like paint gravity, and added a tutorial to learn the game along with controls at the top. Another main thing was the death mechanisms. I made spikes into the the levels that increase in difficulty as the levels continue, along with adding a reset button. At first the levels were also slightly simple as there was no limit to the ammo, which I now added to keep the levels hard, and make the game into a puzzle. There is a couple more things I need to add before posting this project for rating which is just to make the astronaut hold a paint gun (which I somehow forgot) and to add a menu for the levels of the game.
One of the last devlogs (hopefully) for this project. this will be a fairly short log, just describing the updates I’ve made to my game. Firstly, the changes I made was I added in a main menu with a title page and a way to go to level selection, to access levels as you unlock them. I also fixed some graphics such as the paint gun and the tutorial on the first and second levels to play the game. I made the paint even better as now it drips onto the ceiling, instead of the paint being the same anywhere it is. In this project I have been using HTML and JavaScript in VS code, so here’s an overview of what the code is composed of and what I used to program the game. Major types of functions that will be needed for coding this type of game is a draw function, which as it describes, draws the map, the game loop function and the load level function. Each of these or general loading for the game, along with functions that derive from variables. Making sure variables were defined correctly was also a main part of it. Only other thing I would like is some smaller details to add into the game. Some I was thinking of is maybe instead of just spikes have mini spikes fly across the amp in a timely order, maybe add a waterfall to some levels that when paint is shot through it it washes away, maybe a star rating system or stars to collect in the level, along with possibly making the background more fun and engaging. I would love some other ideas too!
This is now officially the last devlog I shall post for this project. First off I made most of the additions I said I would, specifically added in the waterfalls to remove paint, and worked on graphics, especially the background. Now I shall ship the project for rating, as well I added in a demo url to the info so people can now officially try it! I will start working on a new project soon, hopefully a longer and harder one.
Another Devlog! I already have shipped this project once, and probably will again soon, but for now heres an update on what I worked on. Not much time was physically spent in the project, but in learning more about coding in java (which is what this project was for me), which for today took me more like an hour than what was logged. Specifically I learned more about the way to make the gun follow the mouse, and working on some of the graphics, such as the background behind the cave walls move. I also tried to think of more ideas, maybe a trajectory dots to show where the paint will go, I would like some advice or commets of what to add.
Paint Gravity Game Devlog! progress I made was I fixed the trajectory lines to show where the paint will end up going, along with this I worked on the tracking for the stars that you collect each level. Now there is a counter along with the total amount of possible stars, to show the progress made in the game. next i’m gonna make the grpahics on the menu and start menu much better.
Bad News :( Devlog 7……. So I have spent the last day none stop working on a bug that I accidently made I think when adding in the timer, but honestly nothing I’ve tried has worked yet. I tried so many different ideas and asked anyone who knows coding but nothing has worked. pretty much the issue is that the astronaut freezes when touching the flag and nothing in the game works. I tried adding in a try …… catch function around the code where it shows what happens when you touch the flag and exactly what error happened, but for this nothing showed up, and in any debugger I try it sees nothing wrong with the code. I’ll add in a screenshot of what it looks like when it freezes, (ignore some parts at the top, I know they overlap) If anyone has an idea of what’s wrong I could really use it. Thanks y’all!
Devlog 8 - Fixed All Issues! So like I described in my last devlog, I had a major issue that was continuing to pop up, and no matter what I did it was still there. Pretty much the issue was that the whole game froze when touching the flag, and it was caused because I forgot to define one of my variables correctly. The problem was that once I finally fixed this, I had to fix the issues I cause in the process of fixing this, such as the timer no longer working. Besides this I spent some time starting to make an achievements page, to show progress throughout the game.
Final Devlog Number 9!!! :) So this is the final devlog for the game, all bugs are fixed and the game is finished (for now) I may still work on some things in my spare time but since school started up it been hard to find the time to work on it. It is completed with levels, star completion, ghost racing, achievements, and smooth gameplay. I hope that all of you enjoy the project. I enjoyed working on this a lot. Thanks for all the support I got in the process!
Ships:
The project I worked on was a platformer game where you are an astronaut that paints to flip gravity by walking on it, to make its way out of a alien cave. Challenges for this project were honestly finding a way to start the project, as this was one of my first coding projects in JavaScript. Also part of what I struggled with was connecting the project to Hackatime and github to connect it to Stardance. Another thing that was difficult was adding in a level selection and menu with a tracker to keep track of the stars collected on each level. A couple things that I think went very well with this project was the graphics such as the astronauts paint gun, and the background along with the flag. I’m also happy about how the paint turned out with flipping gravity and its graphics.
I made a Platformer Game where you are an astronaut and must navigate through caves to reach the flag. I’m very proud of the graphics and how much I’ve learned when it comes to coding in javascript, html, and css. I am also happy that this finally forced me to get better at using github to place the project into and make it easier to submit into stardance.
I completed a game where you jump through obstacles and change gravity to move through each level. As an astronaut, you use a paint gun to change your gravity based on the corresponding color. I’m proud of this being my first big project in java and HTML and CSS, and that this was my first time using VS Code. Also the paint mechanics working was a big accomplishment. A struggle was getting the flag to work after something I added along the way caused a bug and I didn’t realize to way later. It took a while but I got it working! I hope everyone enjoys the project....
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1793606131.1790414
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1793692531.1790414
|
|
33891
|
The new Tab by @brunodevdrums | Stardance
|
brunodevdrums
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T00:36:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a browser tab featuring a search bar, jokes, and a clock! I’m happy with the final project, it works well, and the design I chose fits in with the rest of the site. Plus, for the jokes, I used a real API called JokeAPI specifically this link: https://v2.jokeapi.dev/joke/Any?blacklistFlags=nsfw,religious,political,racist,sexist,explicit&type=single to filter out any inappropriate jokes.", "repo": "https://github.com/BrundevCoder/tab", "demo": "https://brundevcoder.github.io/tab/"}]...
|
[{"post_id": 26928, "ts": "202 [{"post_id": 26928, "ts": "2026-07-12T00:21:13Z", "hours": 0.6569, "text": "In this time, I worked for: Making a Readme Adding a Random Jokes Container, also adding a re-roll button to it!"}, {"post_id": 26913, "ts": "2026-07-11T23:33:50Z", "hours": 0.2622, "text": "So… Here it is what I’ve been working now: Added a clock at the top of the screen Added some fonts (from google fonts)"}, {"post_id": 26906, "ts": "2026-07-11T23:14:44Z", "hours": 0.3697, "text": "During this time, I did the following: I created a functional search bar (it redirects to Google with text you insert in it) The search button CSS animations to the search bar and the button A wallpaper (one I made in blender some months ago) That’s it for now!"}]...
|
Title: The new Tab by @brunodevdrums | Stardance
Title: The new Tab by @brunodevdrums | Stardance
Devlogs:
During this time, I did the following: I created a functional search bar (it redirects to Google with text you insert in it) The search button CSS animations to the search bar and the button A wallpaper (one I made in blender some months ago) That’s it for now!
So… Here it is what I’ve been working now: Added a clock at the top of the screen Added some fonts (from google fonts)
In this time, I worked for: Making a Readme Adding a Random Jokes Container, also adding a re-roll button to it!
Ships:
I created a browser tab featuring a search bar, jokes, and a clock! I’m happy with the final project, it works well, and the design I chose fits in with the rest of the site. Plus, for the jokes, I used a real API called JokeAPI specifically this link: https://v2.jokeapi.dev/joke/Any?blacklistFlags=nsfw,religious,political,racist,sexist,explicit&type=single to filter out any inappropriate jokes....
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1793606132.4170163
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1793692532.4170163
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|
9159
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bayleef by @skunk | Stardance
|
skunk
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T16:28:40Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ultimately i didn’t have time to finish the project and i sorta got caught up in other things, but for the most part the software is complete sorta", "repo": "https://github.com/skunksecond/bayleef", "demo": "https://github.com/skunksecond/bayleef/releases/tag/minorfixes"}]...
|
[{"post_id": 21973, "ts": "202 [{"post_id": 21973, "ts": "2026-07-04T05:59:42Z", "hours": 7.0356, "text": "bayleef devlog 3 happy july 4th american folk, now let’s get into the code and changes! minor work has started on the case design the hardware is finalized, i know what keyboard and screen im using, circuit design will start soon bayleef has been developed on the pi zero 2w and tailored to it since i made the pokedex, the software is working well and testing has gone off without a hitch PKHeX (through pkhex-cli) and a new EonTimer implementation (through eontimer’s python branch) have been added!! overall, 80% of the software is finished! all that’s left to go is the settings and some polish on the uis General system stability improvements to enhance the user’s experience. The final product is still subject to a lot of changes, but we’re getting there! TODO: finish settings, which will not be completely possible until i have 100% of the hardware working create a circuit with my custom hardware (audio, buttons, power, etc) and then get it working on a breadboard and eventually a custom pcb finalize the design and create the custom case focusing on ergonomics I appreciate all of the support i’ve gotten so far as well as all of the people who followed my project from the last devlog. Apologies for taking so long!!"}, {"post_id": 7238, "ts": "2026-06-12T02:27:09Z", "hours": 4.0778, "text": "Bayleef devlog 2 pretty excited for this one, as I have implemented a fully offline pokedex for my app! Since the last devlog, things have moved very quickly and I have implemented a large amount of things. green added A fully working offline pokedex using a SQLite database generated with python scripts More fleshed out screen system, menus, and theme system A better README Entralinked support, with a modified .jar and planned hotspot support coming soon TODO: Implement PKHex (won’t be using PKHex core because i don’t know a lick of C#) Flesh out the software to work specifically on a Pi Things went pretty smooth since the last devlog, a lot of work was able to get done (regrettably with AI, but whatever gets me to the stuff i’m actually good at faster…) After that, it’s the cool hardware stuff! I hope next devlog is a breadboard and not more coding and boring software…"}, {"post_id": 5891, "ts": "2026-06-09T21:03:13Z", "hours": 5.6108, "text": "bayleef - a small cyberdeck like device for all of your pokemon needs on the go based on the Pi Zero 2W devlog 1 The plan for this project is to run a python based menu on top of the stock Raspberry Pi OS or maybe a more lightweight debian distribution if it proves to be a problem in order to provide the functionality I want. I spent the first couple days of this project working on the software before I do any of the hardware, since it’s a lot easier to design software first and then design the hardware around it. All i’ve gotten done so far is the ui system through pygame (the main menu shown in the picture below), a cool analog clock, and eontimer functionality. The next goals of the project are to implement Entralinked server functionality leveraging python’s subprocess library, implement PKHeX likely using PKHeX core since i have never programmed in C# and I don’t know how to link it to Python, and then creating a SQLite database of Pokemon information ripped off of the PokeAPI and implementing a Bulbapedia-style UI for the dex hopefully. Only after all of that stuff is implemented will I get started on the cool and fun part of the project, which is the hardware, lol Right now, EonTimer functionality is implemented by starting an http server and Chrome in kiosk mode to serve EonTimer, with a custom javascript button to provide the user an easy way to exit from it, while making sure the python program returns to the main menu as well. Custom CSS had to be created in order to ensure the website could fit on an 800x480 screen. I had been trying to design this under the assumption that the user wouldn’t have access to a mouse cursor of any kind, and I already made my python ui index based with no mouse control, but it doesn’t seem feasible and I will most likely have to implement some kind of joystick or trackpad or at least a touch screen for the user to be able to have mouse control. I think the project is coming out fine, although I really need to stop relying on LLM tools for coding assistance, it’s very embarrassing. Anyway, thanks for reading my first devlog."}]...
|
Title: bayleef by @skunk | Stardance
Devlogs:
bay Title: bayleef by @skunk | Stardance
Devlogs:
bayleef - a small cyberdeck like device for all of your pokemon needs on the go based on the Pi Zero 2W devlog 1 The plan for this project is to run a python based menu on top of the stock Raspberry Pi OS or maybe a more lightweight debian distribution if it proves to be a problem in order to provide the functionality I want. I spent the first couple days of this project working on the software before I do any of the hardware, since it’s a lot easier to design software first and then design the hardware around it. All i’ve gotten done so far is the ui system through pygame (the main menu shown in the picture below), a cool analog clock, and eontimer functionality. The next goals of the project are to implement Entralinked server functionality leveraging python’s subprocess library, implement PKHeX likely using PKHeX core since i have never programmed in C# and I don’t know how to link it to Python, and then creating a SQLite database of Pokemon information ripped off of the PokeAPI and implementing a Bulbapedia-style UI for the dex hopefully. Only after all of that stuff is implemented will I get started on the cool and fun part of the project, which is the hardware, lol Right now, EonTimer functionality is implemented by starting an http server and Chrome in kiosk mode to serve EonTimer, with a custom javascript button to provide the user an easy way to exit from it, while making sure the python program returns to the main menu as well. Custom CSS had to be created in order to ensure the website could fit on an 800x480 screen. I had been trying to design this under the assumption that the user wouldn’t have access to a mouse cursor of any kind, and I already made my python ui index based with no mouse control, but it doesn’t seem feasible and I will most likely have to implement some kind of joystick or trackpad or at least a touch screen for the user to be able to have mouse control. I think the project is coming out fine, although I really need to stop relying on LLM tools for coding assistance, it’s very embarrassing. Anyway, thanks for reading my first devlog.
Bayleef devlog 2 pretty excited for this one, as I have implemented a fully offline pokedex for my app! Since the last devlog, things have moved very quickly and I have implemented a large amount of things. green added A fully working offline pokedex using a SQLite database generated with python scripts More fleshed out screen system, menus, and theme system A better README Entralinked support, with a modified .jar and planned hotspot support coming soon TODO: Implement PKHex (won’t be using PKHex core because i don’t know a lick of C#) Flesh out the software to work specifically on a Pi Things went pretty smooth since the last devlog, a lot of work was able to get done (regrettably with AI, but whatever gets me to the stuff i’m actually good at faster…) After that, it’s the cool hardware stuff! I hope next devlog is a breadboard and not more coding and boring software…
bayleef devlog 3 happy july 4th american folk, now let’s get into the code and changes! minor work has started on the case design the hardware is finalized, i know what keyboard and screen im using, circuit design will start soon bayleef has been developed on the pi zero 2w and tailored to it since i made the pokedex, the software is working well and testing has gone off without a hitch PKHeX (through pkhex-cli) and a new EonTimer implementation (through eontimer’s python branch) have been added!! overall, 80% of the software is finished! all that’s left to go is the settings and some polish on the uis General system stability improvements to enhance the user’s experience. The final product is still subject to a lot of changes, but we’re getting there! TODO: finish settings, which will not be completely possible until i have 100% of the hardware working create a circuit with my custom hardware (audio, buttons, power, etc) and then get it working on a breadboard and eventually a custom pcb finalize the design and create the custom case focusing on ergonomics I appreciate all of the support i’ve gotten so far as well as all of the people who followed my project from the last devlog. Apologies for taking so long!!
Ships:
ultimately i didn’t have time to finish the project and i sorta got caught up in other things, but for the most part the software is complete sorta...
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1793606133.6081138
|
1793692533.6081138
|
|
36972
|
FlipSwitch by @Srinikkesh_S | Stardance
|
Srinikkesh_S
|
1
|
6.88
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T21:21:55Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a quick device that turns my light’s on for me in the morning to encourage me to wake up and not go back to bed because it is all too easy to hit snooze and fall back asleep, but it is significantly more difficult to the same when the lights are on at full brightness. It uses an Arduino Uno R3 and an RTC module to keep track of time and a small microservo to flip the light switch. I also added an optional feature to lock the light switch where the servo prevents me from turning the light’s off to further encourage me to wake up.", "repo": "https://github.com/srinikkesh/FlipSwitch", "demo": ""}]...
|
[{"post_id": 34007, "ts": "202 [{"post_id": 34007, "ts": "2026-07-24T12:20:18Z", "hours": 1.88, "text": "DEVLOG #3 - Some Fixes I modified the README.md for more clarity and fixed some logic errors in the code that prevented the alarm from running after it activated for the first time. But it was just fixing those errors and then I also discovered that Platform.io doesn’t let you have multiple .cpp files in the src folder that contain the setup() and loop() functions so I also had to restructure the platformio.ini project configuration file for multiple environments. I think all the errors are fixed, but I will update it in the future if there are any more."}, {"post_id": 33725, "ts": "2026-07-23T21:12:41Z", "hours": 1.0261, "text": "DEVLOG #2 - Finished Product Initially I had planned to make an ESP32 based version that had a locally hosted website and more features such as a temperature and humidity sensor, a proximity sensor, and a screen. However, the Proof of Concept I made is actually doing it’s job sufficiently and to ensure I have time to work on my other projects, I am going to stop this project here. However, before stopping I used some paper and tape to make a dust cover for the electronics."}, {"post_id": 32793, "ts": "2026-07-22T05:37:10Z", "hours": 3.6181, "text": "DEVLOG #1 - A Proof of Concept The ultimate goal of this project is to automate my bedroom’s light switch to help me wake up in the morning . Although existing solutions such as smart lighting from companies like Phillip’s Hue exist, I wanted to try a system that is fitted on top of my existing switches and is relatively inexpensive. To accomplish this, I use a servo to actuate my light switch into the “on” position and prevent me from switching it off until some time has gone by. While I intend to eventually use an ESP32 to make use of it’s WiFi capabilities. To try and get a rudimentary version up and running as fast as possible, I used the following components: - Arduino UNO R3, - SG90 9g microservo - DS1307 RTC Module - Breadboard - Male to Male Dupont Wires - Male to Female Dupont Wires - Powersupply that plugs into the wall - Foamboard - Tape The current system uses a preset time which once reached causes the servo to actuate and flip the switch and then the servo goes into a position to prevent the switch from being flipped back. This was just a short venture into a Proof of Concept for this device, but I intend to make the ESP32 Version significantly more robust and potentially include temperature monitoring, buzzers for sound, a display, and a 3D printed housing."}]...
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Title: FlipSwitch by @Srinikkesh_S | Stardance
De Title: FlipSwitch by @Srinikkesh_S | Stardance
Devlogs:
DEVLOG #1 - A Proof of Concept The ultimate goal of this project is to automate my bedroom’s light switch to help me wake up in the morning . Although existing solutions such as smart lighting from companies like Phillip’s Hue exist, I wanted to try a system that is fitted on top of my existing switches and is relatively inexpensive. To accomplish this, I use a servo to actuate my light switch into the “on” position and prevent me from switching it off until some time has gone by. While I intend to eventually use an ESP32 to make use of it’s WiFi capabilities. To try and get a rudimentary version up and running as fast as possible, I used the following components: - Arduino UNO R3, - SG90 9g microservo - DS1307 RTC Module - Breadboard - Male to Male Dupont Wires - Male to Female Dupont Wires - Powersupply that plugs into the wall - Foamboard - Tape The current system uses a preset time which once reached causes the servo to actuate and flip the switch and then the servo goes into a position to prevent the switch from being flipped back. This was just a short venture into a Proof of Concept for this device, but I intend to make the ESP32 Version significantly more robust and potentially include temperature monitoring, buzzers for sound, a display, and a 3D printed housing.
DEVLOG #2 - Finished Product Initially I had planned to make an ESP32 based version that had a locally hosted website and more features such as a temperature and humidity sensor, a proximity sensor, and a screen. However, the Proof of Concept I made is actually doing it’s job sufficiently and to ensure I have time to work on my other projects, I am going to stop this project here. However, before stopping I used some paper and tape to make a dust cover for the electronics.
DEVLOG #3 - Some Fixes I modified the README.md for more clarity and fixed some logic errors in the code that prevented the alarm from running after it activated for the first time. But it was just fixing those errors and then I also discovered that Platform.io doesn’t let you have multiple .cpp files in the src folder that contain the setup() and loop() functions so I also had to restructure the platformio.ini project configuration file for multiple environments. I think all the errors are fixed, but I will update it in the future if there are any more.
Ships:
I made a quick device that turns my light’s on for me in the morning to encourage me to wake up and not go back to bed because it is all too easy to hit snooze and fall back asleep, but it is significantly more difficult to the same when the lights are on at full brightness. It uses an Arduino Uno R3 and an RTC module to keep track of time and a small microservo to flip the light switch. I also added an optional feature to lock the light switch where the servo prevents me from turning the light’s off to further encourage me to wake up....
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1793606135.9089222
|
1793692535.9089222
|
|
36712
|
Cybersecurity WebOS by @BrunoV | Stardance
|
BrunoV
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-25T01:54:41Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey everyone! I’m super excited to officially ship CyberOS! I really wanted this project to capture that cool, techie “hacker OS” vibe, and I’m super proud of how the whole experience turned out. What I Built & How It Works Having a background in web development (and a few certificates under my belt), setting up the core HTML, CSS, and JavaScript structure was straightforward. The real challenge was what’s happening under the hood! Cryptography Lab (Featured App): Features 100% functional RSA encryption/decryption, password utilities, and modular arithmetic! You can actually use it to draft and send secret encrypted messages to your friends. (Note: While it’s fully functional based on modular arithmetic, it’s meant as a demonstration rather than production-grade 100% secure crypto, I mean i didn´t build it for other cybersecurity purposes). Brute-Force Attack Simulator: An interactive tool demonstrating how brute-force attacks work in real-time. Cyber Explorer, Terminal, Dashboard, & Calculator: A complete set of cybersecurity-focused desktop tools to round out the OS experience. The Real Challenge Implementing complex cryptography logic directly into JavaScript was by far the hardest part: I took a course on cryptography via Brilliant to build up my foundational understanding of the math and modular arithmetic. Implementing those algorithms directly into web-ready JS was pretty daunting, so I first wrote and tested the scripts in Python. Once verified, I used Claude Code to help translate those Python algorithms into JavaScript. It was definitely exhausting to get right, but it turned out amazing. Even if people don’t end up using every advanced feature to its full potential, building the Cryptography Lab and the Brute-Force attack simulator was easily my favorite part of the entire project! Try It Out! Feel free to play around with the Cryptography Lab, test out the encryption tools with your friends, and let me know what you think in the comments! (PS: This was formatted by AI not fully written)", "repo": "https://github.com/VoidRubik/CyberOS", "demo": "https://voidrubik.github.io/CyberOS/"}]...
|
[{"post_id": 34350, "ts": "202 [{"post_id": 34350, "ts": "2026-07-24T23:29:30Z", "hours": 3.6433, "text": "CyberOS V1 — Release Devlog Hey everyone! We’ve officially finished V1 of CyberOS! To focus on quality over quantity, I decided to scope down from 7 apps to a tight set of 5 core applications: Included Applications • Terminal : CLI with basic commands you know • Cyber Explorer: Uses a pre-loaded JSON of web links for fast queries without fetching external pages on the fly. • Cryptography Lab (Featured App) — An interactive lab built to demonstrate core crypto concepts: Caesar Cipher, RSA Encryption & Decryption, RSA Key Generation, and Brute-Force Attack Simulation. • Dashboard — Visualizer showing live PC component stats. • Calculator — Handy tool for quick calculations. 💬 Feedback & Thoughts Would love to hear your thoughts or suggestions for future updates! Drop a comment below. 👇 PS: I used AI for better formatting of the devlog, not for the actual text Website live at: https://voidrubik.github.io/CyberOS/"}, {"post_id": 33174, "ts": "2026-07-22T20:46:21Z", "hours": 1.8033, "text": "We are back again with a new DevLog. I made some big changes. First I restructured the apps. Now we have 7 apps: - a terminal - an explorer - a calculator - a dashboard - a crypto lab - a password analyzer - a network analyzer All of these are pretty cool but we only have, for now, the calculator and the terminal working. I’m still working on researching encryption algorithms for the apps and the other things I’ve talked about in the other DevLogs. We also have a task bar. We have a popup menu and we have these types of bubble apps connected with thin lines. I also have this screenshot of the code for the terminal, which you can type in help and it will pop up a manual. The terminal was pretty easy to make. It basically uses and prints constants and arrays when you type in commands. It was pretty fun to research how to do this terminal and again I use Claude Code to help me debug my code and implement everything into the website smoothly."}, {"post_id": 32775, "ts": "2026-07-22T04:44:50Z", "hours": 0.8972, "text": "Okay so we’re back with some pretty good news, I think. I implemented the animations I described in the previous Devlog. The text animations will also have this new pop-up window that introduces the webOS to the user, which is basically a reflective pop-up window that requests camera permission of course. It then displays the live camera and a blurry wavy version of yourself. It grabs each of the pixels with a JavaScript library and, using a math function and playing with the pixels and the value of the pixels, you make this wavy and blurry effect. I also animated the background with a UI component that I found. It uses a JavaScript library again and some randomizer functions to actually grab each group of pixels and color them and you have the oldest pixels and the newest pixels. The oldest pixels have this fading away effect. The library takes charge of the overall orchestration of all the pixels together. Next up I’ll be working on publishing the demo link and I am working also on the cryptography and decryption apps and the cyber explorer, which is the biggest one"}, {"post_id": 32182, "ts": "2026-07-21T05:29:12Z", "hours": 4.5131, "text": "Today I just started putting my foundation for the WebOS. I made a list of two to-do things and I developed the five apps that I want: Cyber Explorer, which is going to be like Google Chrome but only for the cybersecurity-related topics. The cryptography app, which is used for encryption. The decryption app, which is used for decryption. The notes app, which is just like notes. I’m going to be writing the encryption and decryption programs manually in the future because I really enjoy it. I think I’m going to do some Caesar’s cipher and other things. For the background I want to have a radar kind of animation but for now I just used a gradient. The main things I researched or did today were the overall HTML structure. The apps don’t actually work right now, which are just div placeholders for all the windows and apps. I will worry less about them functioning later. Now for the big part, the visual style, I thought of an animation for each of the texts. When text appears I want to have this animation that grabs an array, which is just the text, and stores it in memory in the program in a variable. It then checks for the length and the used letters and moves the letters that are already used from the scrambling letters. In the example that I use, hello, we can’t use the letters H, E, L, N, O, or scrambling. We make some frames for the animation, printing each character by character. For example for hello we use H, then H, then H, then E, then L, and then H, E, L, and H, E, L, L. We are using the React library in JavaScript. For the second part of the animation we just make five frames with a bunch of scrambling gibberish without the letters that were overused and we just implement them one by one. Each of the characters is replacing each of the frames of the scrambling. That way we have an animation. I haven’t implemented it yet but I hope to implement it in a future devlog. There is a picture showing the logic of the animation. I thought it was better than to show the code. I also investigated some cool loading animations for the start of WebOS and I made a loaded screen with this animation, which is just a library with particle animations. I made the overall first HTML and I included some calendar and timer. For development, I used Claude Code mainly to help fix bugs, clean up typos, and integrate some of the JavaScript components, especially the loading screen. I wrote the initial HTML structure myself, but once everything was in place, Claude Code helped me resolve integration issues and speed up the debugging process.Overall, today was mostly about building the foundation of the project. The desktop is still very early, but I now have the basic structure, a clear plan for the applications, and several UI ideas that I’ll continue implementing in future devlogs. I’m genuinely excited because I spent so much time in the animation that I haven’t even implemented yet :("}]...
|
Title: Cybersecurity WebOS by @BrunoV | Stardance
Title: Cybersecurity WebOS by @BrunoV | Stardance
Devlogs:
Today I just started putting my foundation for the WebOS. I made a list of two to-do things and I developed the five apps that I want: Cyber Explorer, which is going to be like Google Chrome but only for the cybersecurity-related topics. The cryptography app, which is used for encryption. The decryption app, which is used for decryption. The notes app, which is just like notes. I’m going to be writing the encryption and decryption programs manually in the future because I really enjoy it. I think I’m going to do some Caesar’s cipher and other things. For the background I want to have a radar kind of animation but for now I just used a gradient. The main things I researched or did today were the overall HTML structure. The apps don’t actually work right now, which are just div placeholders for all the windows and apps. I will worry less about them functioning later. Now for the big part, the visual style, I thought of an animation for each of the texts. When text appears I want to have this animation that grabs an array, which is just the text, and stores it in memory in the program in a variable. It then checks for the length and the used letters and moves the letters that are already used from the scrambling letters. In the example that I use, hello, we can’t use the letters H, E, L, N, O, or scrambling. We make some frames for the animation, printing each character by character. For example for hello we use H, then H, then H, then E, then L, and then H, E, L, and H, E, L, L. We are using the React library in JavaScript. For the second part of the animation we just make five frames with a bunch of scrambling gibberish without the letters that were overused and we just implement them one by one. Each of the characters is replacing each of the frames of the scrambling. That way we have an animation. I haven’t implemented it yet but I hope to implement it in a future devlog. There is a picture showing the logic of the animation. I thought it was better than to show the code. I also investigated some cool loading animations for the start of WebOS and I made a loaded screen with this animation, which is just a library with particle animations. I made the overall first HTML and I included some calendar and timer. For development, I used Claude Code mainly to help fix bugs, clean up typos, and integrate some of the JavaScript components, especially the loading screen. I wrote the initial HTML structure myself, but once everything was in place, Claude Code helped me resolve integration issues and speed up the debugging process.Overall, today was mostly about building the foundation of the project. The desktop is still very early, but I now have the basic structure, a clear plan for the applications, and several UI ideas that I’ll continue implementing in future devlogs. I’m genuinely excited because I spent so much time in the animation that I haven’t even implemented yet :(
Okay so we’re back with some pretty good news, I think. I implemented the animations I described in the previous Devlog. The text animations will also have this new pop-up window that introduces the webOS to the user, which is basically a reflective pop-up window that requests camera permission of course. It then displays the live camera and a blurry wavy version of yourself. It grabs each of the pixels with a JavaScript library and, using a math function and playing with the pixels and the value of the pixels, you make this wavy and blurry effect. I also animated the background with a UI component that I found. It uses a JavaScript library again and some randomizer functions to actually grab each group of pixels and color them and you have the oldest pixels and the newest pixels. The oldest pixels have this fading away effect. The library takes charge of the overall orchestration of all the pixels together. Next up I’ll be working on publishing the demo link and I am working also on the cryptography and decryption apps and the cyber explorer, which is the biggest one
We are back again with a new DevLog. I made some big changes. First I restructured the apps. Now we have 7 apps: - a terminal - an explorer - a calculator - a dashboard - a crypto lab - a password analyzer - a network analyzer All of these are pretty cool but we only have, for now, the calculator and the terminal working. I’m still working on researching encryption algorithms for the apps and the other things I’ve talked about in the other DevLogs. We also have a task bar. We have a popup menu and we have these types of bubble apps connected with thin lines. I also have this screenshot of the code for the terminal, which you can type in help and it will pop up a manual. The terminal was pretty easy to make. It basically uses and prints constants and arrays when you type in commands. It was pretty fun to research how to do this terminal and again I use Claude Code to help me debug my code and implement everything into the website smoothly.
CyberOS V1 — Release Devlog Hey everyone! We’ve officially finished V1 of CyberOS! To focus on quality over quantity, I decided to scope down from 7 apps to a tight set of 5 core applications: Included Applications • Terminal : CLI with basic commands you know • Cyber Explorer: Uses a pre-loaded JSON of web links for fast queries without fetching external pages on the fly. • Cryptography Lab (Featured App) — An interactive lab built to demonstrate core crypto concepts: Caesar Cipher, RSA Encryption & Decryption, RSA Key Generation, and Brute-Force Attack Simulation. • Dashboard — Visualizer showing live PC component stats. • Calculator — Handy tool for quick calculations. 💬 Feedback & Thoughts Would love to hear your thoughts or suggestions for future updates! Drop a comment below. 👇 PS: I used AI for better formatting of the devlog, not for the actual text Website live at: https://voidrubik.github.io/CyberOS/
Ships:
Hey everyone! I’m super excited to officially ship CyberOS! I really wanted this project to capture that cool, techie “hacker OS” vibe, and I’m super proud of how the whole experience turned out. What I Built & How It Works Having a background in web development (and a few certificates under my belt), setting up the core HTML, CSS, and JavaScript structure was straightforward. The real challenge was what’s happening under the hood! Cryptography Lab (Featured App): Features 100% functional RSA encryption/decryption, password utilities, and modular arithmetic! You can actually use it to draft and send secret encrypted messages to your friends. (Note: While it’s fully functional based on modular arithmetic, it’s meant as a demonstration rather than production-grade 100% secure crypto, I mean i didn´t build it for other cybersecurity purposes). Brute-Force Attack Simulator: An interactive tool demonstrating how brute-force attacks work in real-time. Cyber Explorer, Terminal, Dashboard, & Calculator: A complete set of cybersecurity-focused desktop tools to round out the OS experience. The Real Challenge Implementing complex cryptography logic directly into JavaScript was by far the hardest part: I took a course on cryptography via Brilliant to build up my foundational understanding of the math and modular arithmetic. Implementing those algorithms directly into web-ready JS was pretty daunting, so I first wrote and tested the scripts in Python. Once verified, I used Claude Code to help translate those Python algorithms into JavaScript. It was definitely exhausting to get right, but it turned out amazing. Even if people don’t end up using every advanced feature to its full potential, building the Cryptography Lab and the Brute-Force attack simulator was easily my favorite part of the entire project! Try It Out! Feel free to play around with the Cryptography Lab, test out the encryption tools with your friends, and let me know what you think in the comments! (PS: This was formatted by AI not fully written)...
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1793606137.6728122
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1793692537.6728122
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37378
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My first slack bot! by @Harish_S | Stardance
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Harish_S
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T06:11:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Micky’s Mischief, a Slack bot using Node.js and Slack Bolt that provides fun slash commands for cat facts, jokes, developer excuses, and latency checks.Setting up Slack authentication, configuring slash commands, and deploying the bot on a Linux server using SSH and systemd were the biggest challenges.I’m proud of successfully deploying a real Slack bot that runs 24/7 on a remote server and integrating multiple APIs into one application.Install the Slack app in your workspace, configure the required Slack tokens, and use /micky-ask, /micky-catfact, /micky-joke, or /micky-excuse to test the bot.", "repo": "https://github.com/Harish-Coded/Mickys-Mischief", "demo": "https://youtu.be/WSnoscyAEew"}]...
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[{"post_id": 34452, "ts": "202 [{"post_id": 34452, "ts": "2026-07-25T05:33:54Z", "hours": 0.6125, "text": "Slack_Bot In this project, I created Micky’s Mischief, which is a Slack bot powered by Node.js and the Slack Bolt Framework. This bot has custom slash commands that can generate random cat facts, programming jokes, developer excuses, and latency checking by integrating with other APIs. In the process, I got to learn how to configure a Slack app, use .env files for environment variable configuration, and fix problems related to slash commands and Socket Mode. Subsequently, I uploaded the bot to a Linux server remotely through SSH and used it as a systemd service, which keeps the bot running even after restarting the server."}]...
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Title: My first slack bot! by @Harish_S | Stardanc Title: My first slack bot! by @Harish_S | Stardance
Devlogs:
Slack_Bot In this project, I created Micky’s Mischief, which is a Slack bot powered by Node.js and the Slack Bolt Framework. This bot has custom slash commands that can generate random cat facts, programming jokes, developer excuses, and latency checking by integrating with other APIs. In the process, I got to learn how to configure a Slack app, use .env files for environment variable configuration, and fix problems related to slash commands and Socket Mode. Subsequently, I uploaded the bot to a Linux server remotely through SSH and used it as a systemd service, which keeps the bot running even after restarting the server.
Ships:
Built Micky’s Mischief, a Slack bot using Node.js and Slack Bolt that provides fun slash commands for cat facts, jokes, developer excuses, and latency checks.Setting up Slack authentication, configuring slash commands, and deploying the bot on a Linux server using SSH and systemd were the biggest challenges.I’m proud of successfully deploying a real Slack bot that runs 24/7 on a remote server and integrating multiple APIs into one application.Install the Slack app in your workspace, configure the required Slack tokens, and use /micky-ask, /micky-catfact, /micky-joke, or /micky-excuse to test the bot....
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1793606138.8665323
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1793692538.8665323
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37759
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auri by @lindae | Stardance
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lindae
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T04:41:40Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AI-powered wearable that recognizes important sounds and translates them into intuitive vibrations and LED colors, helping deaf and hard-of-hearing people stay aware, independent, and safe. Rather than simply detecting that a sound occurred, Auri identifies meaningful events such as: Smoke alarms Emergency sirens Someone calling your name (custom to any input) Car horns Baby crying Dog barking Each sound triggers a unique vibration pattern, OLED display, and LED allowing users to quickly recognize what happened without hearing it. Our web application lets users customize vibration patterns, prioritize alerts, and switch between modes such as Home, Outdoor, Sleep, and Custom modes. Designed all the front end application with Figma Coded it using React, Next.js, Typescript, and Base44 Added accessibility settings for customization for all to use", "repo": "https://github.com/lindaeq/auri", "demo": "https://auriauri.vercel.app/"}]...
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[{"post_id": 33332, "ts": "202 [{"post_id": 33332, "ts": "2026-07-23T04:39:33Z", "hours": 3.1608, "text": "frontend design for auri using next.js - typescript, js, html, tailwind css"}]...
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Title: auri by @lindae | Stardance
Devlogs:
front Title: auri by @lindae | Stardance
Devlogs:
frontend design for auri using next.js - typescript, js, html, tailwind css
Ships:
AI-powered wearable that recognizes important sounds and translates them into intuitive vibrations and LED colors, helping deaf and hard-of-hearing people stay aware, independent, and safe. Rather than simply detecting that a sound occurred, Auri identifies meaningful events such as: Smoke alarms Emergency sirens Someone calling your name (custom to any input) Car horns Baby crying Dog barking Each sound triggers a unique vibration pattern, OLED display, and LED allowing users to quickly recognize what happened without hearing it. Our web application lets users customize vibration patterns, prioritize alerts, and switch between modes such as Home, Outdoor, Sleep, and Custom modes. Designed all the front end application with Figma Coded it using React, Next.js, Typescript, and Base44 Added accessibility settings for customization for all to use...
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1793606141.620995
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1793692541.620995
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39899
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Hanoi by @jackr4bbit | Stardance
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jackr4bbit
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1
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9.0
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27
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T21:27:06Z", "hours": 9.0, "multiplier": 3.07, "payout": 27, "blessing": "neutral", "text": "I made a command-line utility that helps you solve the Tower of Hanoi puzzle! Partway through I realized that my game structure, logic, and algorithm could be used in other applications too, so I added a package target. You can add .package(url: \"https://github.com/jackr4bbit/Hanoi\", from: \"1.0.0\") to your Package.swift to use it in your own Swift project! To use my CLI tool, just download the binary for your platform from the GitHub Releases page, make it executable with chmod +x path/to/download , and move it to somewhere on your path (like /usr/local/bin ), or clone the repo and run swift build -c release --product hanoi .", "repo": "https://github.com/jackr4bbit/Hanoi/", "demo": "https://github.com/jackr4bbit/Hanoi/releases"}]...
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[{"post_id": 36036, "ts": "202 [{"post_id": 36036, "ts": "2026-07-27T21:11:51Z", "hours": 1.7939, "text": "I finally got all the Action working except for Windows (macOS, Linux, and documentation builds), and the Windows Swift installer was not cooperating. I eventually decided to remove the precompiled Windows .exe . Windows users, you’ll have to compile it yourself. At some point in the future I might figure out how to fix the Windows Swift installer. I’ve spent much more time working on this since the last devlog than it says here. I guess Wakatime didn’t track my debugging. (I’m not trying to ask for more Stardust; just trying to let y’all know it was hard to get this working)"}, {"post_id": 35808, "ts": "2026-07-27T14:11:09Z", "hours": 1.4225, "text": "I got the README.md and tests written! Now I’m having the issue that my GitHub Action, which is meant to build a binary for macOS, Linux, and Windows, generate a changelist, make a release with the changelist and binaries, and build and deploy the documentation to my server, keeps failing (it’s the building the binary part that fails). I’ve tried at least 6 majorly different versions of the Action, and for most of those (all but one) I’ve deleted the GitHub repo, made a new one, added the secrets, deleted and reinitialized the .git dir on my machine, commited and the code, and made and pushed the tag? I know it’s not necessary to do all that, but it (the Action) would be kinda glitchy when I didn’t, and it felt better to completely restart the Git history. It’s so frustrating to be so close to making the repo public and shipping here on Stardust just to get blocked by GitHub itself , but I’m hopeful that I’ll get it working sometime soon."}, {"post_id": 35519, "ts": "2026-07-27T00:30:28Z", "hours": 2.9814, "text": "I’ve got the algorithm fixed! It turns out the old version was too complicated. It was flipping which stack it moved pieces to when the count variable was an odd number, which was unnecessary. I’ve also moved the majority of the code into a package build target, so other people will be able to import it and use my structure and algorithm implementation. I’ve made the CLI tool more than just a test. Now I just need to write a README.md and add a few more tests, and I’ll be ready to ship!"}, {"post_id": 35170, "ts": "2026-07-26T12:57:45Z", "hours": 2.5497, "text": "I’m writing a CLI tool to solve the Tower of Hanoi puzzle/game in Swift. I finished up writing classes for the Game , Stack s, and Piece s. Now I’m in the middle of writing the algorithm to solve the game. It seems to break when the recursive Stack.move method’s counter (the variable that’s decremented and passed to the recursive function/method) gets to 1. The logs should start with [[1, 2, 3, 4], [0], [0]] [[2, 3, 4], [1], [0]] [[3, 4], [1], [2]] [[3, 4], [0], [1, 2]] [[4], [3], [1, 2]] [[1, 4], [3], [2]] [[14], [2, 3], [0]] and continue on. Instead they say [[1, 2, 3, 4], [], []] [[2, 3, 4], [1], []] [[3, 4], [], [1, 2]] [[4], [1, 3], [2]] and stop (see attached screenshot)."}]...
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Title: Hanoi by @jackr4bbit | Stardance
Devlogs:
Title: Hanoi by @jackr4bbit | Stardance
Devlogs:
I’m writing a CLI tool to solve the Tower of Hanoi puzzle/game in Swift. I finished up writing classes for the Game , Stack s, and Piece s. Now I’m in the middle of writing the algorithm to solve the game. It seems to break when the recursive Stack.move method’s counter (the variable that’s decremented and passed to the recursive function/method) gets to 1. The logs should start with [[1, 2, 3, 4], [0], [0]] [[2, 3, 4], [1], [0]] [[3, 4], [1], [2]] [[3, 4], [0], [1, 2]] [[4], [3], [1, 2]] [[1, 4], [3], [2]] [[14], [2, 3], [0]] and continue on. Instead they say [[1, 2, 3, 4], [], []] [[2, 3, 4], [1], []] [[3, 4], [], [1, 2]] [[4], [1, 3], [2]] and stop (see attached screenshot).
I’ve got the algorithm fixed! It turns out the old version was too complicated. It was flipping which stack it moved pieces to when the count variable was an odd number, which was unnecessary. I’ve also moved the majority of the code into a package build target, so other people will be able to import it and use my structure and algorithm implementation. I’ve made the CLI tool more than just a test. Now I just need to write a README.md and add a few more tests, and I’ll be ready to ship!
I got the README.md and tests written! Now I’m having the issue that my GitHub Action, which is meant to build a binary for macOS, Linux, and Windows, generate a changelist, make a release with the changelist and binaries, and build and deploy the documentation to my server, keeps failing (it’s the building the binary part that fails). I’ve tried at least 6 majorly different versions of the Action, and for most of those (all but one) I’ve deleted the GitHub repo, made a new one, added the secrets, deleted and reinitialized the .git dir on my machine, commited and the code, and made and pushed the tag? I know it’s not necessary to do all that, but it (the Action) would be kinda glitchy when I didn’t, and it felt better to completely restart the Git history. It’s so frustrating to be so close to making the repo public and shipping here on Stardust just to get blocked by GitHub itself , but I’m hopeful that I’ll get it working sometime soon.
I finally got all the Action working except for Windows (macOS, Linux, and documentation builds), and the Windows Swift installer was not cooperating. I eventually decided to remove the precompiled Windows .exe . Windows users, you’ll have to compile it yourself. At some point in the future I might figure out how to fix the Windows Swift installer. I’ve spent much more time working on this since the last devlog than it says here. I guess Wakatime didn’t track my debugging. (I’m not trying to ask for more Stardust; just trying to let y’all know it was hard to get this working)
Ships:
I made a command-line utility that helps you solve the Tower of Hanoi puzzle! Partway through I realized that my game structure, logic, and algorithm could be used in other applications too, so I added a package target. You can add .package(url: "https://github.com/jackr4bbit/Hanoi", from: "1.0.0") to your Package.swift to use it in your own Swift project! To use my CLI tool, just download the binary for your platform from the GitHub Releases page, make it executable with chmod +x path/to/download , and move it to somewhere on your path (like /usr/local/bin ), or clone the repo and run swift build -c release --product hanoi ....
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1793606143.095759
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1793692543.095759
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38454
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Go Touch Grass by @rushurov | Stardance
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rushurov
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T00:14:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot that tracks mileage and minutes of runs, as well as automatically saving the date and time. It was pretty simple actually, the guide was super easy to follow.", "repo": "https://github.com/rushurov074/GoTouchGrass", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
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[{"post_id": 36114, "ts": "202 [{"post_id": 36114, "ts": "2026-07-28T00:12:55Z", "hours": 0.3503, "text": "I was inspired to make this bot because I just finished a run, and I realized I’m broke on stardust. Basically, you run /go-touch-grass-log, type in the format, and it should save the run, and you can delete or view your runs with /go-touch-grass-view and /go-touch-grass-delete. This is my only devlog probably, because this was super easy, and the guide was much easier to follow than the Hackpad one, so thank you, Hack Club 🙏"}]...
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Title: Go Touch Grass by @rushurov | Stardance
De Title: Go Touch Grass by @rushurov | Stardance
Devlogs:
I was inspired to make this bot because I just finished a run, and I realized I’m broke on stardust. Basically, you run /go-touch-grass-log, type in the format, and it should save the run, and you can delete or view your runs with /go-touch-grass-view and /go-touch-grass-delete. This is my only devlog probably, because this was super easy, and the guide was much easier to follow than the Hackpad one, so thank you, Hack Club 🙏
Ships:
I made a bot that tracks mileage and minutes of runs, as well as automatically saving the date and time. It was pretty simple actually, the guide was super easy to follow....
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1793606144.2620933
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1793692544.2620933
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37767
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Voronoi Converter for Autodesk Fusion by @GabrielD Voronoi Converter for Autodesk Fusion by @GabrielD | Stardance...
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GabrielD
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1
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28.47
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374
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-29T19:11:53Z", "hours": 23.0, "multiplier": 16.32, "payout": 374, "blessing": "neutral", "text": "I built a script that converts bodies in fusion to 3D voronoi patterns! I think that the most challenging part for me was connecting SciPy’s voronoi tools with fusion’s api. You can check out a result of my project below or you can download it and try it yourself at github!", "repo": "https://github.com/Gabriel-Dalmolin/Voronoi-Converter-for-Autodesk-Fusion", "demo": "https://github.com/Gabriel-Dalmolin/Voronoi-Converter-for-Autodesk-Fusion/releases/latest"}]...
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[{"post_id": 46507, "ts": "202 [{"post_id": 46507, "ts": "2026-08-13T19:44:42Z", "hours": 5.4686, "text": "Devlog 10 - Fusion Voronoi Script Working on a v2 for the script, I did some optimization to run the script faster, one thing that I changed for that purpose is that I was creating every connection extrude in a different operation, now I’m doing it all in a singly operation. I’m also trying to expand the functionality to 2D, the first challenge I faced while doing so is that I wanted to create 2 tabs for it, one for 3D and one for 2D but then I discovered that fusion don’t let you know which tab it was before the user clicked ok (And I needed this to decide which operation to run), so, I needed to add a listener that fires when the user changes tabs, and discover what, fusion also doesn’t tell me which tab he changed to, so, I need to just flip between the two when an event is fired. To be honest, something I really didn’t expect is happening, the 2D is turning out to be harder than the 3D, I’m having some really bad problems with the offset, its really restrictive so for example, if I trimmed an edge and now there is a point in the middle of one other edge, it’s going to raise an error, if it’s not a convex shape (has some angle that’s bigger than 90), it’s going to raise an error, and I took a really long time to figure that it was that restrictive, so, I’m seriously considering adding my own offset function, I even tried to use an external library called shapely but that also wouldn’t work with rounded edges, just straight ones. That’s how my menu is looking right now, as you can see I got 2 tabs!"}, {"post_id": 37018, "ts": "2026-07-29T14:20:15Z", "hours": 1.9575, "text": "Devlog 9 - Fusion Voronoi Script I was still getting some bugs with the combine, now, it was creating some weird really small sections of pipes, I spent some good time researching and thinking that it was some internal kernel problem but in reality it was just because to check if 2 bodies intersect I was doing (If intersection.volume > 0.00001), and those bodies were really small, so I just changed it to bigger than 0 and it solved the problem. I think I’m pretty much done for version 1.0, below is a before and after applying my script."}, {"post_id": 36368, "ts": "2026-07-28T13:19:14Z", "hours": 2.6778, "text": "Devlog 8 - Fusion Voronoi Script Implemented Poisson disk sampling for random number generator and LLoyd’s relaxation to get seeds that are more evenly spaced. Also I was getting some internal errors in the combine features, so, I saw it in some old forums that combining a lot of bodies in a single feature could cause some problems like that, so I changed it tocombine the bodies 1 by 1. Some alterations on fusion’s manifest too, added version and description, getting ready for first ship!"}, {"post_id": 35485, "ts": "2026-07-26T23:09:53Z", "hours": 1.4258, "text": "Devlog 7 - Fusion Voronoi Script Just spent around 2 hours researching and trying to connect scipy and fusion to create each cell as a separate body and then intersect them with the original body to get the centroid. In the end I couldn’t get it to work, below is an image of my best attempt 😭😭"}, {"post_id": 35380, "ts": "2026-07-26T18:52:21Z", "hours": 2.2764, "text": "Devlog 6 - Fusion Voronoi Script Today I first started thinking about how i would implement lloyd’s relaxation into my code (It’s an algorithm that moves every seed of the voronoi to its center of mass, which makes the cells more similar in volume to each other) but I quickly faced a big problem, sometimes my voronoi cells goes partly off the original body, which would mess up with the relaxation and could move the seeds out of the original body, what would cause me bugs, I tried some different methods using scipy’s ConvexHulls but I wasn’t able to create the cells just by using the points such as the voronoi algorithm does. So, I started working on another problem that actually helped me solve the first one! The weird connections on the faces, to solve it I improved the way I was generating ghost points (some voronoi seeds that are put outside the body to restrain the pattern but are not extruded afterwards), at first I was generating them 50% evenly spaced along each face and the other 50% randomically inside a margin around the body, now I am mirroring each seed across each face and using the mirrored points as the ghost points, since both of them are the same distance from the surface, they create beautiful boundaries, it works perfectly with flat faces but still gets kind of messy sometimes with the rounded ones. I faced some problems while doing it, at first, I was just mirroring them against the bounding box of the body, what made it easier and looked great for simple shapes like cubes, but, the rounded edges were not taken in account and if the faces were not parallel to the unit vectors they didn’t look good, since the bounding box is always parallel to them. To solve that I tried iterating through each face, getting the minimum distance point between the face and the seed and then mirroring it through that point, at first it looked really bad, as if I didn’t even had the ghost points, I tried the other method again and at the end came back to the minimum distance method again just to realize that the first time I was getting the minimun distance point at the seed instead of the point at the surface 😅. Even though it looked better for the faces not parallel with the main axis, it still look weird sometimes on the rounded faces. Some pics of how it’s looking right now, you can see at the second one that some of the edges on the rounded surfaces are still getting clipped sometimes"}, {"post_id": 34563, "ts": "2026-07-25T12:01:09Z", "hours": 3.2603, "text": "Devlog 5 - Fusion Voronoi Script I fixed the loose ends! Today I tried some different methods, first I got all the points where the voronoi connections intersected with the surface of the object, the intersection point, then, I built connections between the point and a random edge of the face it’s in. Doing it randomically looked a little bit too messy, so, I changed to code for it to connect to closest edge on the face. I still think it could improve, the straight edges take away the voronoi look so I’m still thinking of a better solution for this problem. Some struggles I had today, so, for the first time I tried running the script in an open box shape and got an error because they didn’t touch and my code tried to connect them, to fix it, I moved all the join features to the end of the code where all the bodies are touching, but I’m still getting some of those combine errors now and then, I’m not sure why since all the bodies touch eachother."}, {"post_id": 33843, "ts": "2026-07-24T02:42:45Z", "hours": 4.0881, "text": "Devlog 4 - Fusion Voronoi Script If you don’t know about my project yet, let me give you a quick summary! So, I’m building a script for fusion360 that transforms solids it into Voronoi patterns, what’s a Voronoi pattern you may ask, so imagine you have some random point inside a shape, each point “claims” the space thats closer to it than to the other points, the boundaries of those areas form the Voronoi pattern! And that ends up looking natural and pretty cool to be honest So, today I finally started creating some Voronoi pattern!! That’s one of the parts that was not much harder than I expected to be honest, I needed to refactor some of the code like the one to sweep the edges for it to be able to create edges just using 2 points instead of a body edge, I needed to do this because before I was just using that function to create the wireframe using the body edges, but know I needed to create the connections for the Voronoi pattern and I just had their initial and final point. Also, I will need to refactor that code again soon and change the sweep feature for a pipe feature because its causing some serious performance issues with the code. The Voronoi is generating well, the ghost points work and restrain it so it doesn’t go to infinity but it still goes a little off the boundaries, and that’s expected, so, I intersect the original body with the Voronoi pattern and then combine it with the wireframe to create the final body, but, as you can see in the images below it creates some weird cuts on the surfaces that honestly, look bad, that’s not how I want my final product to look like. To solve it, I thought about getting every point where the edges of the Voronoi intersects the surface of the body and then create a connection between that point and a randomly selected edge on the same face that it intersects. Hopefully this will make the pattern look more natural, I’m still working on it tought."}, {"post_id": 33178, "ts": "2026-07-22T20:59:45Z", "hours": 3.0772, "text": "Devlog 3 - Fusion Voronoi Script If you don’t know about my project yet, let me give you a quick summary! So, I’m building a script for fusion360 that transforms solids it into voronoi patterns, what’s a voronoi pattern you may ask, so imagine you have some random point inside a shape, each point “claims” the space thats closer to it than to the other points, the boundaries of those areas form the voronoi pattern! And that ends up looking natural and pretty cool to be honest Today I finally started the actual voronoi logic!! So, I made some important scripts today, one to generate the random seeds inside the solid, started working on a script that generates the voronoi patterns and return the edges so that I can sweep them and create the connections in the body, but I quickly faced a problem, voronoi patterns go to infinity. I brainstormed a little bit until I got to a solution, ghost points, so, for them to work, I generate some random points around the solid (I’m using a margin that’s 10% bigger than the bounding box of the solid) and then use those points to create the voronoi but don’t build connections between 2 ghost points. The purpose of them is to stop the infinite boundaries by creating a “barrier” around the solid. To give it some “uniform” density, I decided to do half points equally spaced around the solid and the other half generated randomically, below you can take a look at the result! First Image: Random seeds inside the solid Second Image: Ghost points (all points are outside the box even tought its hard to see it from a single angle)"}, {"post_id": 32541, "ts": "2026-07-21T19:51:33Z", "hours": 3.2333, "text": "Devlog 2 - Fusion Voronoi Script Big improvements here! Today I thought a lot about how I’m going to do this project and realized that on top of making the voronoi pattern, it would also be very important to mantain the original shape/boundaries, so, I decided to convert body into a wireframe and use it’s vertices as seeds for the voronoi. I started thinking about how I would go about the rounded edges, and to be honest, I took longer than what I’d like to admit for me to realize that I could just sweep a circle through its edges, for some reason I thought that the rounded edges didn’t count as edges in the API 😅 To connect it all, I revolved spheres using the same radius as the edges in the vertices (this radius can be inputted by the user), another problem I faced was that after combining I wanted to intersect the new wireframe with the original body to cut any excess over the original volume, but for some reason that also took me a good time, when I put the original body as the target body it didn’t work, I needed to use it as the tool body and the wireframe as the target. Also I organized most of the code, separating it in modules for easier reuse."}, {"post_id": 32086, "ts": "2026-07-21T00:29:28Z", "hours": 0.9522, "text": "Devlog 1 - Fusion Voronoi Script Hello everyone! This is my first devlog and first project here in stardance, I’m coding a script for fusion 360 that is going to take a body and convert it to a voronoi pattern. To be honest, I’ve never coded any fusion script, so, today was mostly used for me to learn the basics and get familiar with the API, for this, I built a simple UI that creates a box from the dimensions inputted by the user, with this, I was able to learn about the API architecture, such as how the handlers and hierarchy works. Not a big achievement yet, but I believe that building a strong foundation is really important on a project like this. Looking forward to sharing more of my progress soon! Video Showcase"}]...
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Title: Voronoi Converter for Autodesk Fusion by @G Title: Voronoi Converter for Autodesk Fusion by @GabrielD | Stardance
Devlogs:
Devlog 1 - Fusion Voronoi Script Hello everyone! This is my first devlog and first project here in stardance, I’m coding a script for fusion 360 that is going to take a body and convert it to a voronoi pattern. To be honest, I’ve never coded any fusion script, so, today was mostly used for me to learn the basics and get familiar with the API, for this, I built a simple UI that creates a box from the dimensions inputted by the user, with this, I was able to learn about the API architecture, such as how the handlers and hierarchy works. Not a big achievement yet, but I believe that building a strong foundation is really important on a project like this. Looking forward to sharing more of my progress soon! Video Showcase
Devlog 2 - Fusion Voronoi Script Big improvements here! Today I thought a lot about how I’m going to do this project and realized that on top of making the voronoi pattern, it would also be very important to mantain the original shape/boundaries, so, I decided to convert body into a wireframe and use it’s vertices as seeds for the voronoi. I started thinking about how I would go about the rounded edges, and to be honest, I took longer than what I’d like to admit for me to realize that I could just sweep a circle through its edges, for some reason I thought that the rounded edges didn’t count as edges in the API 😅 To connect it all, I revolved spheres using the same radius as the edges in the vertices (this radius can be inputted by the user), another problem I faced was that after combining I wanted to intersect the new wireframe with the original body to cut any excess over the original volume, but for some reason that also took me a good time, when I put the original body as the target body it didn’t work, I needed to use it as the tool body and the wireframe as the target. Also I organized most of the code, separating it in modules for easier reuse.
Devlog 3 - Fusion Voronoi Script If you don’t know about my project yet, let me give you a quick summary! So, I’m building a script for fusion360 that transforms solids it into voronoi patterns, what’s a voronoi pattern you may ask, so imagine you have some random point inside a shape, each point “claims” the space thats closer to it than to the other points, the boundaries of those areas form the voronoi pattern! And that ends up looking natural and pretty cool to be honest Today I finally started the actual voronoi logic!! So, I made some important scripts today, one to generate the random seeds inside the solid, started working on a script that generates the voronoi patterns and return the edges so that I can sweep them and create the connections in the body, but I quickly faced a problem, voronoi patterns go to infinity. I brainstormed a little bit until I got to a solution, ghost points, so, for them to work, I generate some random points around the solid (I’m using a margin that’s 10% bigger than the bounding box of the solid) and then use those points to create the voronoi but don’t build connections between 2 ghost points. The purpose of them is to stop the infinite boundaries by creating a “barrier” around the solid. To give it some “uniform” density, I decided to do half points equally spaced around the solid and the other half generated randomically, below you can take a look at the result! First Image: Random seeds inside the solid Second Image: Ghost points (all points are outside the box even tought its hard to see it from a single angle)
Devlog 4 - Fusion Voronoi Script If you don’t know about my project yet, let me give you a quick summary! So, I’m building a script for fusion360 that transforms solids it into Voronoi patterns, what’s a Voronoi pattern you may ask, so imagine you have some random point inside a shape, each point “claims” the space thats closer to it than to the other points, the boundaries of those areas form the Voronoi pattern! And that ends up looking natural and pretty cool to be honest So, today I finally started creating some Voronoi pattern!! That’s one of the parts that was not much harder than I expected to be honest, I needed to refactor some of the code like the one to sweep the edges for it to be able to create edges just using 2 points instead of a body edge, I needed to do this because before I was just using that function to create the wireframe using the body edges, but know I needed to create the connections for the Voronoi pattern and I just had their initial and final point. Also, I will need to refactor that code again soon and change the sweep feature for a pipe feature because its causing some serious performance issues with the code. The Voronoi is generating well, the ghost points work and restrain it so it doesn’t go to infinity but it still goes a little off the boundaries, and that’s expected, so, I intersect the original body with the Voronoi pattern and then combine it with the wireframe to create the final body, but, as you can see in the images below it creates some weird cuts on the surfaces that honestly, look bad, that’s not how I want my final product to look like. To solve it, I thought about getting every point where the edges of the Voronoi intersects the surface of the body and then create a connection between that point and a randomly selected edge on the same face that it intersects. Hopefully this will make the pattern look more natural, I’m still working on it tought.
Devlog 5 - Fusion Voronoi Script I fixed the loose ends! Today I tried some different methods, first I got all the points where the voronoi connections intersected with the surface of the object, the intersection point, then, I built connections between the point and a random edge of the face it’s in. Doing it randomically looked a little bit too messy, so, I changed to code for it to connect to closest edge on the face. I still think it could improve, the straight edges take away the voronoi look so I’m still thinking of a better solution for this problem. Some struggles I had today, so, for the first time I tried running the script in an open box shape and got an error because they didn’t touch and my code tried to connect them, to fix it, I moved all the join features to the end of the code where all the bodies are touching, but I’m still getting some of those combine errors now and then, I’m not sure why since all the bodies touch eachother.
Devlog 6 - Fusion Voronoi Script Today I first started thinking about how i would implement lloyd’s relaxation into my code (It’s an algorithm that moves every seed of the voronoi to its center of mass, which makes the cells more similar in volume to each other) but I quickly faced a big problem, sometimes my voronoi cells goes partly off the original body, which would mess up with the relaxation and could move the seeds out of the original body, what would cause me bugs, I tried some different methods using scipy’s ConvexHulls but I wasn’t able to create the cells just by using the points such as the voronoi algorithm does. So, I started working on another problem that actually helped me solve the first one! The weird connections on the faces, to solve it I improved the way I was generating ghost points (some voronoi seeds that are put outside the body to restrain the pattern but are not extruded afterwards), at first I was generating them 50% evenly spaced along each face and the other 50% randomically inside a margin around the body, now I am mirroring each seed across each face and using the mirrored points as the ghost points, since both of them are the same distance from the surface, they create beautiful boundaries, it works perfectly with flat faces but still gets kind of messy sometimes with the rounded ones. I faced some problems while doing it, at first, I was just mirroring them against the bounding box of the body, what made it easier and looked great for simple shapes like cubes, but, the rounded edges were not taken in account and if the faces were not parallel to the unit vectors they didn’t look good, since the bounding box is always parallel to them. To solve that I tried iterating through each face, getting the minimum distance point between the face and the seed and then mirroring it through that point, at first it looked really bad, as if I didn’t even had the ghost points, I tried the other method again and at the end came back to the minimum distance method again just to realize that the first time I was getting the minimun distance point at the seed instead of the point at the surface 😅. Even though it looked better for the faces not parallel with the main axis, it still look weird sometimes on the rounded faces. Some pics of how it’s looking right now, you can see at the second one that some of the edges on the rounded surfaces are still getting clipped sometimes
Devlog 7 - Fusion Voronoi Script Just spent around 2 hours researching and trying to connect scipy and fusion to create each cell as a separate body and then intersect them with the original body to get the centroid. In the end I couldn’t get it to work, below is an image of my best attempt 😭😭
Devlog 8 - Fusion Voronoi Script Implemented Poisson disk sampling for random number generator and LLoyd’s relaxation to get seeds that are more evenly spaced. Also I was getting some internal errors in the combine features, so, I saw it in some old forums that combining a lot of bodies in a single feature could cause some problems like that, so I changed it tocombine the bodies 1 by 1. Some alterations on fusion’s manifest too, added version and description, getting ready for first ship!
Devlog 9 - Fusion Voronoi Script I was still getting some bugs with the combine, now, it was creating some weird really small sections of pipes, I spent some good time researching and thinking that it was some internal kernel problem but in reality it was just because to check if 2 bodies intersect I was doing (If intersection.volume > 0.00001), and those bodies were really small, so I just changed it to bigger than 0 and it solved the problem. I think I’m pretty much done for version 1.0, below is a before and after applying my script.
Devlog 10 - Fusion Voronoi Script Working on a v2 for the script, I did some optimization to run the script faster, one thing that I changed for that purpose is that I was creating every connection extrude in a different operation, now I’m doing it all in a singly operation. I’m also trying to expand the functionality to 2D, the first challenge I faced while doing so is that I wanted to create 2 tabs for it, one for 3D and one for 2D but then I discovered that fusion don’t let you know which tab it was before the user clicked ok (And I needed this to decide which operation to run), so, I needed to add a listener that fires when the user changes tabs, and discover what, fusion also doesn’t tell me which tab he changed to, so, I need to just flip between the two when an event is fired. To be honest, something I really didn’t expect is happening, the 2D is turning out to be harder than the 3D, I’m having some really bad problems with the offset, its really restrictive so for example, if I trimmed an edge and now there is a point in the middle of one other edge, it’s going to raise an error, if it’s not a convex shape (has some angle that’s bigger than 90), it’s going to raise an error, and I took a really long time to figure that it was that restrictive, so, I’m seriously considering adding my own offset function, I even tried to use an external library called shapely but that also wouldn’t work with rounded edges, just straight ones. That’s how my menu is looking right now, as you can see I got 2 tabs!
Ships:
I built a script that converts bodies in fusion to 3D voronoi patterns! I think that the most challenging part for me was connecting SciPy’s voronoi tools with fusion’s api. You can check out a result of my project below or you can download it and try it yourself at github!...
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1793606145.4216704
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1793692545.4216704
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20863
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reFlow by @Aki | Stardance
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Aki
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T11:45:46Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Honestly a fun project to start with, was QUITE confusing (why math) at the beginning but turned quite fun at the end. Ngl, the hardest part was actually setting up directories and making stuff point at other stuff in the correct way rather than making the actual code (yes im dumb okay) and that took MOST of my time and wasn’t even logged (21h GONE) cuz i forgot to download the desktop application and the only time logged was in the AI debug sesh and inspos and rules in Chrome…. sadness.", "repo": "https://github.com/extension1/reFlow", "demo": "https://reflow-337435966196.asia-southeast1.run.app/"}]...
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[{"post_id": 12254, "ts": "202 [{"post_id": 12254, "ts": "2026-06-20T00:42:01Z", "hours": 1.8578, "text": "reFlow Devlog 4 — pain & suffering++ long one, buckle up. also never posted devlog 3, so some of that’s folded in here. hour 13 (retroactive): hardware hijacking wanted the tunnel to interrogate your PC. hooked into the WebGL debug renderer extension for real GPU model strings (had to regex out ANGLE’s prefix junk), navigator.hardwareConcurrency for core count, performance.memory for live JS heap, and the Battery API for charge state. built a perf tracker timing the physics loop per frame — if it blows the 16ms budget, System Stress flips to CRITICAL with specific diagnoses like “Low Core Alert” instead of just “it’s lagging.” hour 17: the great physics divorce the entire physics engine was crammed inside Three.js’s render loop in WindTunnel.tsx. worked at 10k particles, died at 30k+ — browser froze, laptop got loud. ripped every physics function into a standalone physics.ts — pure math, zero Three.js imports, just numbers in and out. took two hours of replacing Vector3.set() calls with raw tuples and hand-rolled rotation matrices. hour 18: web workers enter the chat moved the whole particle loop off the main thread into a Web Worker via Vite’s one-line worker syntax. main thread sends position/velocity/color arrays, worker crunches 40k particles, sends them back. UI never freezes. used Transferable objects so arrays move by ownership transfer instead of getting copied every frame. added a main-thread fallback if workers fail to load. hour 19: the wake was lying to me old turbulence was just Math.sin() — predictable, periodic, fake. replaced with hash-based pseudo-random noise for organic chaos, added von Kármán vortex shedding behind bluff bodies (alternating vortex pairs, like lampposts oscillating in wind), and a no-slip boundary layer so particles slow down near surfaces instead of just bouncing. hour 20: the car was ugly and the flat plate was a brick car was a 2D extruded polygon that looked like a cheese wedge. rebuilt with bezier/quadratic curves for a real windshield, roofline, and spoiler lip, plus wheel arch cutouts. flat plate was basically a cutting board (BoxGeometry(0.3, 5.8, 5.8)) — thinned to 0.08 with beveled edges so it actually reads as a plate. hour 21: torus goes brrr torus was hardcoded. added live sliders for major radius (1.5–6.0) and minor radius (0.3–2.5) that rebuild the geometry AND feed the physics engine in real time. thin ring = ethereal vortex shedding, chonky donut = half-blocked tunnel. added an R/r ratio readout because it sounds smart. hour 22: the sidebar was eating my screen between left controls, right diagnostics, a bottom chart/AI panel, and a header full of badges, the 3D canvas shrank to a postage stamp. added collapsible panels — chevron toggles collapse the sidebars to thin strips and the canvas reclaims ~80% of the screen. sometimes the best feature is removing stuff. hour 23: the absolute madman feature (GLB loader) end of devlog 3 I said “maybe a glTF loader, we’ll see.” we saw. you can now upload any .glb/.gltf, and the app auto-scales/centers it, then voxelizes it — shoots rays through a 48×48×48 grid, counts intersections, and marks solid vs. air. physics engine uses that voxel grid for collisions. not physically perfect, but you can drop in a Stanford bunny and watch particles flow around its ears. file count went from 2 source files to 5. physics.ts alone is 731 lines of math. wrote more linear algebra this week than my whole school career. up next: markdown rendering for AI reports, and fixing the README’s leftover “YOUR_USERNAME” placeholders before anyone notices."}, {"post_id": 11360, "ts": "2026-06-18T16:00:42Z", "hours": 0.81, "text": "reFlow Devlog #2 - moar suffering!!!! round two. we are back. the wind tunnel is no longer just a 3d playground; it’s a quantum control deck. here is how i spent the last few hours losing sleep over perspective cameras, slice projection math, and custom state toggle controls. hour 7: the flatland incursion (toggling 2d slice mode) why turn a 3d tunnel back to 2d? because aerodynamics is all about cross-sections. how to constrain a 3d particle swarm to 2d without a total refactor: when “is2D” is true, we hijack the particle spawner. instead of spreading particles across x-axis depth, we force positions[idx] = (Math.random() - 0.5) * 0.1, wrapping the flow into a super thin sheet at x = 0. we also restricted the smoke line emitters to a vertical slice. the result looks like a clean laser-cut sheet of wind passing through the wing. (not really, but it’s the thought that counts) hour 8: camera capture and control hijacking particles are in 2d, but the camera still rotates in 3d. rotating it breaks the illusion (just a flat sheet of dots). solution: camera hijacking. when 2d mode triggers, we fly the camera to (38, 0, 0) looking down the x-axis at the wing. we disable OrbitControls rotation (controls.enableRotate = false) and force camera.up.set(0, 1, 0). debugging this was a nightmare—OrbitControls flips the camera if target/up vectors aren’t updated first. now, swapping dimensions is smooth. hour 9: freezing time (the pause engine) sometimes wind moves too fast to see gradients. we need a freeze-frame. added “isPaused” state. first try: skip the animate loop. but that froze the rendering, stopping camera rotation. second try: keep the rendering loop active, but bypass particle position updates. now you can pause, orbit in 3d, and inspect smoke streams and vectors suspended in amber. sci-fi vibes. hour 10: tuning the storm (particle customizability) default 6,000 particles is cool, but my GPU was barely breaking a sweat. expanded particle count up to 20,000 (step 1000) and added a size slider (0.1 to 1.5). adjusting particle size from tiny dust specks to fat plasma spheres is satisfying. setting count to 20,000 makes the wind tunnel look like a dense gas nebula. the cpu is sweating, but performance is smooth thanks to typed buffer array updates. hour 11: cyberpunk telemetry deck (hud overhaul) with new toggleable states (2d/3d and pause/play), the dashboard needed a facelift. built a cyber-cyan “Switch 2D” button with custom ambient glow shadows (shadow-[0_0_15px_rgba(125,249,255,0.15)]) and a yellow pause button changing to play icon. added a footer telemetry status pill showing “2D Slice | [Active Object]” vs “3D Space | [Active Object]”. makes the app feel like a high-budget engineering interface. hour 12: collision math strikes back (local normals) particles clipped through spherical and box obstacles due to lazy velocity mirroring. introduced a robust getNormalLocal(type, x, y, z) helper. when a particle collides with a sphere, we calculate the exact radial normal: (x/r, y/r, z/r). for box geometry, the helper evaluates which face was breached (min === dx logic) and returns an axis normal. now particles bounce and slide off physical bodies with realistic deflection vectors. no more ghosting. next up: actually making the visuals work (someone send help)"}, {"post_id": 10728, "ts": "2026-06-17T16:39:49Z", "hours": 2.4094, "text": "reFlow Devlog 1 - building a 3d wind tunnel without losing my mind (?) enjoy my suffering. hour 1: the “it’s not that hard” phase decided on: react, three.js, and tailwind css. getting three.js to render took half an hour because i forgot lights. stared at a pitch black void wondering why my life is like this. finally got a grey cube spinning. les go spinny coob hour 2: wikipedia math is scary goal: make an airfoil (wing shape). searched “naca airfoil math formula” and got hit with an abomination of an equation: yt = 5 * t * (0.2969 * sqrt(x) - 0.1260 * x - 0.3516 * x^2 + 0.2843 * x^3 - 0.1015 * x^4). wouldn’t have signed up if i knew math was involved. translated it into a javascript loop generating a THREE.Shape. my eyes watered staring at parentheses. messed up the loop direction 3 times and made twisted metal instead of a wing. had to scale it up cuz default was microscopic. after 4 tries, it looks like a wing. LETS GOOO hour 3: the wind has to blow made a particle system with 6,000 points. spawn at front, move back, respawn. easy, but particles must bend around the wing. wrote a collision loop. first draft: particles got stuck, formed a massive blue blob. second draft: calculated slope. particles flew off at 90-degree angles. coded a simplified double-flow vector calc. not real CFD (my laptop would explode running Navier-Stokes), but it looks real. hour 4: adding cool dashboards app needed to look like a telemetry deck. added: sidebar with sliders for viscosity, inlet speed, angle of attack. custom html5 canvas real-time graph. draws lift (cyan) and drag (orange) lines. legit math at home guys. pressure heatmap. flat vertical plane in center. slow air hitting nose = high pressure (RED). fast air over top = low pressure (NEON GREEN). tilting the wing shifts the red spot. ASMR for the eyes wooooo hour 5: stall warning and ai pilot added stall physics! over 15deg tilt, lift cuts by 70% and drag multiplies. added a flashing CRITICAL STALL WARNING banner. integrated Gemini API for aero reports then realized this comp requires no auth, so api keys are prolly an issue. wrote a local backup expert system. no API key = runs generateLocalReport() with rule-based templates. 100% plug-and-play. hour 6: single-file challenge wanted app super portable. one .html file. vite/tailwind output to .js and .css. wrote bundle.js to inline them which ended up giving “ReferenceError: require is not defined in ES module scope.” bruh. renamed it to bundle.cjs and that worked yay btw throwing html into google AI studio gets a free hosted site?? the more you know i guess lots of math still broken lol. coolest project i’ve built though. going to sleep for a week."}]...
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Title: reFlow by @Aki | Stardance
Devlogs:
reFlow Title: reFlow by @Aki | Stardance
Devlogs:
reFlow Devlog 1 - building a 3d wind tunnel without losing my mind (?) enjoy my suffering. hour 1: the “it’s not that hard” phase decided on: react, three.js, and tailwind css. getting three.js to render took half an hour because i forgot lights. stared at a pitch black void wondering why my life is like this. finally got a grey cube spinning. les go spinny coob hour 2: wikipedia math is scary goal: make an airfoil (wing shape). searched “naca airfoil math formula” and got hit with an abomination of an equation: yt = 5 * t * (0.2969 * sqrt(x) - 0.1260 * x - 0.3516 * x^2 + 0.2843 * x^3 - 0.1015 * x^4). wouldn’t have signed up if i knew math was involved. translated it into a javascript loop generating a THREE.Shape. my eyes watered staring at parentheses. messed up the loop direction 3 times and made twisted metal instead of a wing. had to scale it up cuz default was microscopic. after 4 tries, it looks like a wing. LETS GOOO hour 3: the wind has to blow made a particle system with 6,000 points. spawn at front, move back, respawn. easy, but particles must bend around the wing. wrote a collision loop. first draft: particles got stuck, formed a massive blue blob. second draft: calculated slope. particles flew off at 90-degree angles. coded a simplified double-flow vector calc. not real CFD (my laptop would explode running Navier-Stokes), but it looks real. hour 4: adding cool dashboards app needed to look like a telemetry deck. added: sidebar with sliders for viscosity, inlet speed, angle of attack. custom html5 canvas real-time graph. draws lift (cyan) and drag (orange) lines. legit math at home guys. pressure heatmap. flat vertical plane in center. slow air hitting nose = high pressure (RED). fast air over top = low pressure (NEON GREEN). tilting the wing shifts the red spot. ASMR for the eyes wooooo hour 5: stall warning and ai pilot added stall physics! over 15deg tilt, lift cuts by 70% and drag multiplies. added a flashing CRITICAL STALL WARNING banner. integrated Gemini API for aero reports then realized this comp requires no auth, so api keys are prolly an issue. wrote a local backup expert system. no API key = runs generateLocalReport() with rule-based templates. 100% plug-and-play. hour 6: single-file challenge wanted app super portable. one .html file. vite/tailwind output to .js and .css. wrote bundle.js to inline them which ended up giving “ReferenceError: require is not defined in ES module scope.” bruh. renamed it to bundle.cjs and that worked yay btw throwing html into google AI studio gets a free hosted site?? the more you know i guess lots of math still broken lol. coolest project i’ve built though. going to sleep for a week.
reFlow Devlog #2 - moar suffering!!!! round two. we are back. the wind tunnel is no longer just a 3d playground; it’s a quantum control deck. here is how i spent the last few hours losing sleep over perspective cameras, slice projection math, and custom state toggle controls. hour 7: the flatland incursion (toggling 2d slice mode) why turn a 3d tunnel back to 2d? because aerodynamics is all about cross-sections. how to constrain a 3d particle swarm to 2d without a total refactor: when “is2D” is true, we hijack the particle spawner. instead of spreading particles across x-axis depth, we force positions[idx] = (Math.random() - 0.5) * 0.1, wrapping the flow into a super thin sheet at x = 0. we also restricted the smoke line emitters to a vertical slice. the result looks like a clean laser-cut sheet of wind passing through the wing. (not really, but it’s the thought that counts) hour 8: camera capture and control hijacking particles are in 2d, but the camera still rotates in 3d. rotating it breaks the illusion (just a flat sheet of dots). solution: camera hijacking. when 2d mode triggers, we fly the camera to (38, 0, 0) looking down the x-axis at the wing. we disable OrbitControls rotation (controls.enableRotate = false) and force camera.up.set(0, 1, 0). debugging this was a nightmare—OrbitControls flips the camera if target/up vectors aren’t updated first. now, swapping dimensions is smooth. hour 9: freezing time (the pause engine) sometimes wind moves too fast to see gradients. we need a freeze-frame. added “isPaused” state. first try: skip the animate loop. but that froze the rendering, stopping camera rotation. second try: keep the rendering loop active, but bypass particle position updates. now you can pause, orbit in 3d, and inspect smoke streams and vectors suspended in amber. sci-fi vibes. hour 10: tuning the storm (particle customizability) default 6,000 particles is cool, but my GPU was barely breaking a sweat. expanded particle count up to 20,000 (step 1000) and added a size slider (0.1 to 1.5). adjusting particle size from tiny dust specks to fat plasma spheres is satisfying. setting count to 20,000 makes the wind tunnel look like a dense gas nebula. the cpu is sweating, but performance is smooth thanks to typed buffer array updates. hour 11: cyberpunk telemetry deck (hud overhaul) with new toggleable states (2d/3d and pause/play), the dashboard needed a facelift. built a cyber-cyan “Switch 2D” button with custom ambient glow shadows (shadow-[0_0_15px_rgba(125,249,255,0.15)]) and a yellow pause button changing to play icon. added a footer telemetry status pill showing “2D Slice | [Active Object]” vs “3D Space | [Active Object]”. makes the app feel like a high-budget engineering interface. hour 12: collision math strikes back (local normals) particles clipped through spherical and box obstacles due to lazy velocity mirroring. introduced a robust getNormalLocal(type, x, y, z) helper. when a particle collides with a sphere, we calculate the exact radial normal: (x/r, y/r, z/r). for box geometry, the helper evaluates which face was breached (min === dx logic) and returns an axis normal. now particles bounce and slide off physical bodies with realistic deflection vectors. no more ghosting. next up: actually making the visuals work (someone send help)
reFlow Devlog 4 — pain & suffering++ long one, buckle up. also never posted devlog 3, so some of that’s folded in here. hour 13 (retroactive): hardware hijacking wanted the tunnel to interrogate your PC. hooked into the WebGL debug renderer extension for real GPU model strings (had to regex out ANGLE’s prefix junk), navigator.hardwareConcurrency for core count, performance.memory for live JS heap, and the Battery API for charge state. built a perf tracker timing the physics loop per frame — if it blows the 16ms budget, System Stress flips to CRITICAL with specific diagnoses like “Low Core Alert” instead of just “it’s lagging.” hour 17: the great physics divorce the entire physics engine was crammed inside Three.js’s render loop in WindTunnel.tsx. worked at 10k particles, died at 30k+ — browser froze, laptop got loud. ripped every physics function into a standalone physics.ts — pure math, zero Three.js imports, just numbers in and out. took two hours of replacing Vector3.set() calls with raw tuples and hand-rolled rotation matrices. hour 18: web workers enter the chat moved the whole particle loop off the main thread into a Web Worker via Vite’s one-line worker syntax. main thread sends position/velocity/color arrays, worker crunches 40k particles, sends them back. UI never freezes. used Transferable objects so arrays move by ownership transfer instead of getting copied every frame. added a main-thread fallback if workers fail to load. hour 19: the wake was lying to me old turbulence was just Math.sin() — predictable, periodic, fake. replaced with hash-based pseudo-random noise for organic chaos, added von Kármán vortex shedding behind bluff bodies (alternating vortex pairs, like lampposts oscillating in wind), and a no-slip boundary layer so particles slow down near surfaces instead of just bouncing. hour 20: the car was ugly and the flat plate was a brick car was a 2D extruded polygon that looked like a cheese wedge. rebuilt with bezier/quadratic curves for a real windshield, roofline, and spoiler lip, plus wheel arch cutouts. flat plate was basically a cutting board (BoxGeometry(0.3, 5.8, 5.8)) — thinned to 0.08 with beveled edges so it actually reads as a plate. hour 21: torus goes brrr torus was hardcoded. added live sliders for major radius (1.5–6.0) and minor radius (0.3–2.5) that rebuild the geometry AND feed the physics engine in real time. thin ring = ethereal vortex shedding, chonky donut = half-blocked tunnel. added an R/r ratio readout because it sounds smart. hour 22: the sidebar was eating my screen between left controls, right diagnostics, a bottom chart/AI panel, and a header full of badges, the 3D canvas shrank to a postage stamp. added collapsible panels — chevron toggles collapse the sidebars to thin strips and the canvas reclaims ~80% of the screen. sometimes the best feature is removing stuff. hour 23: the absolute madman feature (GLB loader) end of devlog 3 I said “maybe a glTF loader, we’ll see.” we saw. you can now upload any .glb/.gltf, and the app auto-scales/centers it, then voxelizes it — shoots rays through a 48×48×48 grid, counts intersections, and marks solid vs. air. physics engine uses that voxel grid for collisions. not physically perfect, but you can drop in a Stanford bunny and watch particles flow around its ears. file count went from 2 source files to 5. physics.ts alone is 731 lines of math. wrote more linear algebra this week than my whole school career. up next: markdown rendering for AI reports, and fixing the README’s leftover “YOUR_USERNAME” placeholders before anyone notices.
Ships:
Honestly a fun project to start with, was QUITE confusing (why math) at the beginning but turned quite fun at the end. Ngl, the hardest part was actually setting up directories and making stuff point at other stuff in the correct way rather than making the actual code (yes im dumb okay) and that took MOST of my time and wasn’t even logged (21h GONE) cuz i forgot to download the desktop application and the only time logged was in the AI debug sesh and inspos and rules in Chrome…. sadness....
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1793606146.643633
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1793692546.643633
|
|
17002
|
Personal Website by @Farhan-Hamim | Stardance
|
Farhan-Hamim
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T03:57:48Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website in Django, a Python framework for Web dev. Outside of the actual code, which was a combination of Python, HTML, CSS, and some JavaScript, one of the most difficult things was getting it live. Because GitHub pages only run static files such as HTML ones, it can’t display the motions and fluidity of Django. So I chose Render, but I ran into many problems with a tool I had never used before. After making some adjusts, like adding requirements and runtime text files, the website was live! Overall, I liked the experience of making a website as a way to express myself.", "repo": "https://github.com/Farhanhamim1111/Personal-Website---StarDance", "demo": "https://farhan-hamim.hackclub.app/"}]...
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[{"post_id": 18944, "ts": "202 [{"post_id": 18944, "ts": "2026-06-30T03:50:44Z", "hours": 7.5661, "text": "Finally managed to finish my website. One of the biggest issues I encountered was designing the ‘contacts’ page. The problem was more about making it look consistent than any functionality difficulties."}]...
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Title: Personal Website by @Farhan-Hamim | Stardan Title: Personal Website by @Farhan-Hamim | Stardance
Devlogs:
Finally managed to finish my website. One of the biggest issues I encountered was designing the ‘contacts’ page. The problem was more about making it look consistent than any functionality difficulties.
Ships:
I made a personal website in Django, a Python framework for Web dev. Outside of the actual code, which was a combination of Python, HTML, CSS, and some JavaScript, one of the most difficult things was getting it live. Because GitHub pages only run static files such as HTML ones, it can’t display the motions and fluidity of Django. So I chose Render, but I ran into many problems with a tool I had never used before. After making some adjusts, like adding requirements and runtime text files, the website was live! Overall, I liked the experience of making a website as a way to express myself....
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1793606148.1236992
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1793692548.1236992
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47939
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Arjun's Asset Hub by @ar-bh | Stardance
|
ar-bh
|
2
|
43.0
|
629
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T18:07:54Z", "hours": 14.0, "multiplier": 6.56, "payout": 93, "blessing": "neutral", "text": "Arjun’s Asset Hub!! v2.0 — Bigger Store Updates and Quality-of-Life Improvements I’m Arjun, and I’m 14 years old! 👋 Hi everybody! I love game development and animation, so I created a free asset website for myself and other creators like me. 3D Godot 4 Advanced Physics Simulator — A first-person playground where you can grab, throw, push, and destroy physics objects. 🧱 Basic FPS Controller — A beginner-friendly controller with walking, sprinting, jumping, mouse look, and a graybox map. 3D Platformer — A Mario-inspired controller with animated movement, jumping, and an orbital camera. Marble Run Controller — A physics-based marble that rolls around different courses. 3D Bear Controller — An animated bear that can walk and run around a colorful 3D map. 🐻 2D Godot 4 Basic 2D Platformer — A beginner-friendly pixel platformer with sprinting, coyote time, animations, and a Kenney playground. 🕹️ LEGO Blender 🧱 LEGO Arjun — A private LEGO version of me wearing my purple hoodie. LEGO Crying Castle Crasher — An unofficial LEGO-style Blue Knight with rendered scenes and a downloadable Blender file. LEGO Crying Guy — A custom green LEGO character originally created for one of my games. LEGO Person — Another custom character that is still being developed. Fonts Augie Pixel — The downloadable pixel font created by Augie that is used throughout this website. What’s new in v2.0? New 2D and 3D projects Search bars 🔎 Featured stars and orange glows 🌟 Automatic GitHub ZIP downloads Copyable Git clone commands Videos and screenshot galleries 🎥 Better phone and Chromebook scaling Lots of overlap and layout fixes I also recorded demonstration videos, created screenshots, wrote documentation, tested downloads, and published separate open-source repositories. My Basic FPS Controller was accepted onto the official Godot Asset Library ! 🎉 super cool :) I’ve been working all summer for my first gaming console—an XBOX! This is my second and final Asset Hub ship for Stardance, so please try the website and leave an honest review! If everyone gives this an honest review, I’ll have more than enough for the big box! Thank you all SO MUCH for the support!! ❤️", "repo": "https://github.com/ar-bh/arjuns-asset-hub", "demo": "https://ar-bh.github.io/arjuns-asset-hub/"}, {"ship_num": 2, "ts": "2026-08-28T17:15:48Z", "hours": 29.0, "multiplier": 17.64, "payout": 536, "blessing": "neutral", "text": "Arjun’s Asset Hub!! hi everybody, I’m Arjun, I’m 14 years old, and this is my project. I have a deep passion for game-dev and animation so I decided to make this website as a tool for myself, and other people like me too! godot 4 I always make my games in Godot so for my asset store, I added a category called Godot 4 (obviously :) ) So far, this has Simple 3D FPS Controller Mario-like 3D Platformer Marble Run controller and much more to come! i don’t really want to go that in-depth for the lego one because as of right now, it only has 1 asset that is only for me :( but I will be adding more soon!! guys, I’ve been working the entire summer for my first gaming console, an XBOX , and school is starting soon so this is my last ship! if everyone gives this a good review, then I’ll be set! please give me a good review so I can get an xbox, but don’t forget feedback as well! thank you guys SO MUCH for the support!!", "repo": "https://github.com/ar-bh/arjuns-asset-hub", "demo": "https://ar-bh.github.io/arjuns-asset-hub/"}]...
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[{"post_id": 63734, "ts": "202 [{"post_id": 63734, "ts": "2026-09-07T18:00:28Z", "hours": 0.3167, "text": "if you are a ship reviewer, please give me a good review so I can get an xbox actual devlog below though mostly just updated the readme, before it was only for the previous ship. it had no where as much information and was only suitable for when there were only 2 3d projects and 2 categories. now there are 4 categories and my guess is almost 7 projects in total (averaging about 3 hours each) I really hope this will be my last devlog as in I will have enough points for the big box. One last time, thank you everybody for the support! ive had an amazing summer with this program, learned a lot, yea bye"}, {"post_id": 63716, "ts": "2026-09-07T17:30:49Z", "hours": 5.7436, "text": "SUPER COOL NEW ASSET!! 🔥 ADVANCED PHYSICS ENGINE! watch demo here its super cool it has minions and visit website here finally implemented minions! i think this is the final project of arjun’s asset hub FOR NOW so I wanted to make it huge and revolutionary (especially the video, u should watch it its super cool) so here is the list of what i did obviously made the whole asset of advanced physics simulator tbh its not really a simulator but the name fits kinda so who cares made it featured and also moved my less relevant projects like the bear 🐻 out of the featured section made a super cool demo video, linked above fixed some ui bugs here’s what you can do with this asset! throw around minions pick up and drop stuff (throw by flinging mouse and letting go) throw blocks into walls or the ground to destroy them and make them explode smash minions heads into things or fling them off the map crush minions with the big giant block move around and stuff using my first asset’s basic locomotion customize EVERYTHING toggle on/off debug mode guess that’s about it. gonna ship soon, THANKS EVERYBODY FOR THE SUPPORT!!!!!"}, {"post_id": 62278, "ts": "2026-09-05T15:57:22Z", "hours": 2.8056, "text": "brand new asset! basic 2d platformer! and more changes below these 2 hours were actually pretty fun here are the changes obviously added the new basic 2d platformer asset (made it featured too) split godot 4 category into 2D godot 4 and 3D godot 4 this will allow things to be neater and easier to find stuff for users next time added a better way to distinguish featured projects when not in the home tab by adding a star and an orange glow. you will be able to tell if a project is featured by actually looking through the assets in the store instead of visiting the featured projects page to do make a search thing probably make experience better for phones and weird screens like chromebooks, etc. that’s all, thanks!"}, {"post_id": 61187, "ts": "2026-09-04T00:12:02Z", "hours": 0.5772, "text": "officially added the bear 🐻 asset! this devlog mostly comprised of writing the detailed README.md like I do for all my assets it takes a while because I put a lot of effort it also includes the git commit to make it actually show on the website cool thanks!"}, {"post_id": 60523, "ts": "2026-09-02T22:21:27Z", "hours": 0.3153, "text": "think I’m done, ready to move on (sorry that previous video is corrupted)"}, {"post_id": 59201, "ts": "2026-08-31T21:10:21Z", "hours": 1.7831, "text": "bear sim is proving challenging (feedback pls 🙏) so the only problem rn is that animations are a bit hard to use. I’ve never done code for animations at this level so at least I’m learning I’m starting to think that I should have published this as its own project and maybe I shouldn’t make it under a MIT license bc of how hard I’m working. but it doesnt really matter bc either way im getting an xbox 👏 (Probably hopefully theoretically practically) – ok so yeah give me feedback tell me what you think thanks!"}, {"post_id": 59029, "ts": "2026-08-31T16:44:58Z", "hours": 1.8611, "text": "working on my next asset, a bear sim! 🐻 before I start, let me just express my gratitude. I’m only 134 stardust away from my xbox!! thank you guys so much for the good reviews and great feedback! i can nearly guarantee that I can get it now because of all of you! actual devlog now the next asset is a bear simulator its very unique imo i got a great model from sketchfab that I am so excited to implement properly so I think the end result will be really great! this is definitely going to be on the featured list if it turns out nice thanks for reading and supporting!"}, {"post_id": 56954, "ts": "2026-08-28T23:58:30Z", "hours": 0.8514, "text": "for those reviewing, pls give me a good review so I can get xbox actual devlog below though added new blender lego assets! this includes lego crying castle crasher and lego crying guy (they use the same face) both of these are projects from a while ago but it didn’t take time to add them and there’s also no harm so I just decided to add them bc y not added the website’s font! this font called augie pixel comes from Jame gam which is something you guys should do btw and is hosted by @augie . they made it themselves and I’m really gratefu that it’s free to use that’s all, pls give me good review if your rating btw 🙏"}, {"post_id": 56733, "ts": "2026-08-28T16:35:54Z", "hours": 0.2736, "text": "pre-devlog ship! wish me luck!! still a devlog though so I should probably say what I spent 15m doing love this emoji thing ok so I obviously added the readme! the readme contains: the title (obviously) the logo (obviously #2) what you can find inside this website (the Godot and Blender packs) each feature how to get an asset, basically tutorials a bit more about the actual website credits (me and I talked about how the rest are in each asset’s README) that’s it, wish me luck!"}, {"post_id": 56255, "ts": "2026-08-27T22:55:02Z", "hours": 0.3103, "text": "added the marble controller to my website! I Got lots of support from my fps one so I thought that I would try to mimic its theme and style and stuff using the graybox background. I will admit though that this is not one of my favorite projects so it is definitely not getting the featured tag (you can find the projects that are featured by scrolling down on the home page) I also found that lots of my hackatime projects are not being counted correctly so I had to add them. thanks for the support!"}, {"post_id": 56229, "ts": "2026-08-27T22:05:51Z", "hours": 1.2081, "text": "marble run! new asset for my asset library! this asset uses advanced physics using RigidBody3D i think it’s jupiter, not really sure what the marble texture is not really a fan of the quality of this project so I probably will not be submitting to asset library stay tuned though!"}, {"post_id": 56184, "ts": "2026-08-27T20:24:47Z", "hours": 1.5231, "text": "a few changes NEW CATEGORY! i made the home screen a little less boring by adding a preview of my demo videos as a playlist in the back, kinda faded out. i don’t think it looks that good so I wil probably remove it later and put something else the next category is lego blender! i started this with a lego version of me that I made a while back using mecabricks, will upload new custom self-made minifigs soon stay tuned!"}, {"post_id": 55727, "ts": "2026-08-27T18:18:34Z", "hours": 6.7719, "text": "created the 2nd project for my asest hub! simple 3d platformer you can try it now! the source code is here and the demo video is here Features orbital camera wasd movement with jump and gravity amazingly integrated gdquest model and animations have fun!"}, {"post_id": 53343, "ts": "2026-08-23T20:35:53Z", "hours": 3.2794, "text": "Working website! (prototype) so obviously, there’s the home page then theres the actual store which is like the main part of the project, and then source which is a link to the websites github and then donate which ill probably delete. so far I’ve only added godot 4 as a category and in godot 4 there is my * Basic fps controller which you can see in the last devlog websites turning out pretty good os far, I was thinking of adding animation related categories like lego models (bc I used to make lego animations so it could be fun and helpful) anyway that’s all, thanks for the support!"}, {"post_id": 53098, "ts": "2026-08-23T15:07:58Z", "hours": 7.0828, "text": "created the first project for my asset hub! It’s a basic FPS controller template for Godot 4 access it here and watch the demo video here . Enjoy!"}, {"post_id": 50387, "ts": "2026-08-19T15:35:54Z", "hours": 8.6053, "text": "created my project! and got lots of progress towards my website and my first asset!! got lots of work on the basic fps controller (look at future devlogs for more details because as of now, still in works!) started the website; I’m going for an orange theme like one of my old projects magic chainsaw because I liked how it looks i also made my logo by changing the colors of Godot logo to the colors of the blender logo so it represents the overlap between both (bc both will be present in the free store) don’t forget to smash that like button, thanks!"}]...
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Title: Arjun's Asset Hub by @ar-bh | Stardance Title: Arjun's Asset Hub by @ar-bh | Stardance
Devlogs:
created my project! and got lots of progress towards my website and my first asset!! got lots of work on the basic fps controller (look at future devlogs for more details because as of now, still in works!) started the website; I’m going for an orange theme like one of my old projects magic chainsaw because I liked how it looks i also made my logo by changing the colors of Godot logo to the colors of the blender logo so it represents the overlap between both (bc both will be present in the free store) don’t forget to smash that like button, thanks!
created the first project for my asset hub! It’s a basic FPS controller template for Godot 4 access it here and watch the demo video here . Enjoy!
Working website! (prototype) so obviously, there’s the home page then theres the actual store which is like the main part of the project, and then source which is a link to the websites github and then donate which ill probably delete. so far I’ve only added godot 4 as a category and in godot 4 there is my * Basic fps controller which you can see in the last devlog websites turning out pretty good os far, I was thinking of adding animation related categories like lego models (bc I used to make lego animations so it could be fun and helpful) anyway that’s all, thanks for the support!
created the 2nd project for my asest hub! simple 3d platformer you can try it now! the source code is here and the demo video is here Features orbital camera wasd movement with jump and gravity amazingly integrated gdquest model and animations have fun!
a few changes NEW CATEGORY! i made the home screen a little less boring by adding a preview of my demo videos as a playlist in the back, kinda faded out. i don’t think it looks that good so I wil probably remove it later and put something else the next category is lego blender! i started this with a lego version of me that I made a while back using mecabricks, will upload new custom self-made minifigs soon stay tuned!
marble run! new asset for my asset library! this asset uses advanced physics using RigidBody3D i think it’s jupiter, not really sure what the marble texture is not really a fan of the quality of this project so I probably will not be submitting to asset library stay tuned though!
added the marble controller to my website! I Got lots of support from my fps one so I thought that I would try to mimic its theme and style and stuff using the graybox background. I will admit though that this is not one of my favorite projects so it is definitely not getting the featured tag (you can find the projects that are featured by scrolling down on the home page) I also found that lots of my hackatime projects are not being counted correctly so I had to add them. thanks for the support!
pre-devlog ship! wish me luck!! still a devlog though so I should probably say what I spent 15m doing love this emoji thing ok so I obviously added the readme! the readme contains: the title (obviously) the logo (obviously #2) what you can find inside this website (the Godot and Blender packs) each feature how to get an asset, basically tutorials a bit more about the actual website credits (me and I talked about how the rest are in each asset’s README) that’s it, wish me luck!
for those reviewing, pls give me a good review so I can get xbox actual devlog below though added new blender lego assets! this includes lego crying castle crasher and lego crying guy (they use the same face) both of these are projects from a while ago but it didn’t take time to add them and there’s also no harm so I just decided to add them bc y not added the website’s font! this font called augie pixel comes from Jame gam which is something you guys should do btw and is hosted by @augie . they made it themselves and I’m really gratefu that it’s free to use that’s all, pls give me good review if your rating btw 🙏
working on my next asset, a bear sim! 🐻 before I start, let me just express my gratitude. I’m only 134 stardust away from my xbox!! thank you guys so much for the good reviews and great feedback! i can nearly guarantee that I can get it now because of all of you! actual devlog now the next asset is a bear simulator its very unique imo i got a great model from sketchfab that I am so excited to implement properly so I think the end result will be really great! this is definitely going to be on the featured list if it turns out nice thanks for reading and supporting!
bear sim is proving challenging (feedback pls 🙏) so the only problem rn is that animations are a bit hard to use. I’ve never done code for animations at this level so at least I’m learning I’m starting to think that I should have published this as its own project and maybe I shouldn’t make it under a MIT license bc of how hard I’m working. but it doesnt really matter bc either way im getting an xbox 👏 (Probably hopefully theoretically practically) – ok so yeah give me feedback tell me what you think thanks!
think I’m done, ready to move on (sorry that previous video is corrupted)
officially added the bear 🐻 asset! this devlog mostly comprised of writing the detailed README.md like I do for all my assets it takes a while because I put a lot of effort it also includes the git commit to make it actually show on the website cool thanks!
brand new asset! basic 2d platformer! and more changes below these 2 hours were actually pretty fun here are the changes obviously added the new basic 2d platformer asset (made it featured too) split godot 4 category into 2D godot 4 and 3D godot 4 this will allow things to be neater and easier to find stuff for users next time added a better way to distinguish featured projects when not in the home tab by adding a star and an orange glow. you will be able to tell if a project is featured by actually looking through the assets in the store instead of visiting the featured projects page to do make a search thing probably make experience better for phones and weird screens like chromebooks, etc. that’s all, thanks!
SUPER COOL NEW ASSET!! 🔥 ADVANCED PHYSICS ENGINE! watch demo here its super cool it has minions and visit website here finally implemented minions! i think this is the final project of arjun’s asset hub FOR NOW so I wanted to make it huge and revolutionary (especially the video, u should watch it its super cool) so here is the list of what i did obviously made the whole asset of advanced physics simulator tbh its not really a simulator but the name fits kinda so who cares made it featured and also moved my less relevant projects like the bear 🐻 out of the featured section made a super cool demo video, linked above fixed some ui bugs here’s what you can do with this asset! throw around minions pick up and drop stuff (throw by flinging mouse and letting go) throw blocks into walls or the ground to destroy them and make them explode smash minions heads into things or fling them off the map crush minions with the big giant block move around and stuff using my first asset’s basic locomotion customize EVERYTHING toggle on/off debug mode guess that’s about it. gonna ship soon, THANKS EVERYBODY FOR THE SUPPORT!!!!!
if you are a ship reviewer, please give me a good review so I can get an xbox actual devlog below though mostly just updated the readme, before it was only for the previous ship. it had no where as much information and was only suitable for when there were only 2 3d projects and 2 categories. now there are 4 categories and my guess is almost 7 projects in total (averaging about 3 hours each) I really hope this will be my last devlog as in I will have enough points for the big box. One last time, thank you everybody for the support! ive had an amazing summer with this program, learned a lot, yea bye
Ships:
Arjun’s Asset Hub!! hi everybody, I’m Arjun, I’m 14 years old, and this is my project. I have a deep passion for game-dev and animation so I decided to make this website as a tool for myself, and other people like me too! godot 4 I always make my games in Godot so for my asset store, I added a category called Godot 4 (obviously :) ) So far, this has Simple 3D FPS Controller Mario-like 3D Platformer Marble Run controller and much more to come! i don’t really want to go that in-depth for the lego one because as of right now, it only has 1 asset that is only for me :( but I will be adding more soon!! guys, I’ve been working the entire summer for my first gaming console, an XBOX , and school is starting soon so this is my last ship! if everyone gives this a good review, then I’ll be set! please give me a good review so I can get an xbox, but don’t forget feedback as well! thank you guys SO MUCH for the support!!
Arjun’s Asset Hub!! v2.0 — Bigger Store Updates and Quality-of-Life Improvements I’m Arjun, and I’m 14 years old! 👋 Hi everybody! I love game development and animation, so I created a free asset website for myself and other creators like me. 3D Godot 4 Advanced Physics Simulator — A first-person playground where you can grab, throw, push, and destroy physics objects. 🧱 Basic FPS Controller — A beginner-friendly controller with walking, sprinting, jumping, mouse look, and a graybox map. 3D Platformer — A Mario-inspired controller with animated movement, jumping, and an orbital camera. Marble Run Controller — A physics-based marble that rolls around different courses. 3D Bear Controller — An animated bear that can walk and run around a colorful 3D map. 🐻 2D Godot 4 Basic 2D Platformer — A beginner-friendly pixel platformer with sprinting, coyote time, animations, and a Kenney playground. 🕹️ LEGO Blender 🧱 LEGO Arjun — A private LEGO version of me wearing my purple hoodie. LEGO Crying Castle Crasher — An unofficial LEGO-style Blue Knight with rendered scenes and a downloadable Blender file. LEGO Crying Guy — A custom green LEGO character originally created for one of my games. LEGO Person — Another custom character that is still being developed. Fonts Augie Pixel — The downloadable pixel font created by Augie that is used throughout this website. What’s new in v2.0? New 2D and 3D projects Search bars 🔎 Featured stars and orange glows 🌟 Automatic GitHub ZIP downloads Copyable Git clone commands Videos and screenshot galleries 🎥 Better phone and Chromebook scaling Lots of overlap and layout fixes I also recorded demonstration videos, created screenshots, wrote documentation, tested downloads, and published separate open-source repositories. My Basic FPS Controller was accepted onto the official Godot Asset Library ! 🎉 super cool :) I’ve been working all summer for my first gaming console—an XBOX! This is my second and final Asset Hub ship for Stardance, so please try the website and leave an honest review! If everyone gives this an honest review, I’ll have more than enough for the big box! Thank you all SO MUCH for the support!! ❤️...
|
1793606149.2702374
|
1793692549.2702374
|
|
52965
|
octopus search by @willexists | Stardance
|
willexists
|
1
|
4.0
|
31
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T18:30:09Z", "hours": 4.0, "multiplier": 8.92, "payout": 31, "blessing": "neutral", "text": "this is a little app i made to solve some problems i’ve had with windows. the file system is too slow, it takes too long to get to the calculator app (exit your app, go to the start menu, search it up, open it, type stuff in…), and spotlight search not being a thing sadly. so i made spotlight search. yay! also you can install the app everything https://www.voidtools.com/support/everything/ to speed up the app, it uses some libraries from it to speed things up :D", "repo": "https://github.com/ooowillexistsooo/octopus", "demo": "https://octo.willexists.space/"}]...
|
[{"post_id": 57536, "ts": "202 [{"post_id": 57536, "ts": "2026-08-29T18:25:03Z", "hours": 0.7278, "text": "it appears i am ready to ship! also i decided to make it frictionless because why not i like achievements it makes me feel like i’ve done something important in my life"}, {"post_id": 57474, "ts": "2026-08-29T17:04:26Z", "hours": 0.3653, "text": "you have no clue how mind-boggling fixing this was i mean it took only like 20 minutes but the research afougiosbgdf"}, {"post_id": 56925, "ts": "2026-08-28T23:07:04Z", "hours": 1.5861, "text": "added file search"}, {"post_id": 52498, "ts": "2026-08-22T17:18:14Z", "hours": 0.8383, "text": "i made a thing so you can search on your computer for stuff and it shows up now"}]...
|
Title: octopus search by @willexists | Stardance
Title: octopus search by @willexists | Stardance
Devlogs:
i made a thing so you can search on your computer for stuff and it shows up now
added file search
you have no clue how mind-boggling fixing this was i mean it took only like 20 minutes but the research afougiosbgdf
it appears i am ready to ship! also i decided to make it frictionless because why not i like achievements it makes me feel like i’ve done something important in my life
Ships:
this is a little app i made to solve some problems i’ve had with windows. the file system is too slow, it takes too long to get to the calculator app (exit your app, go to the start menu, search it up, open it, type stuff in…), and spotlight search not being a thing sadly. so i made spotlight search. yay! also you can install the app everything https://www.voidtools.com/support/everything/ to speed up the app, it uses some libraries from it to speed things up :D...
|
1793606150.5737119
|
1793692550.5737119
|
|
52972
|
webForske by @domos000 | Stardance
|
domos000
|
1
|
6.0
|
46
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T15:57:14Z", "hours": 6.0, "multiplier": 7.92, "payout": 46, "blessing": "neutral", "text": "webForske: Get easy access to publicly available information about a website or an IP Address. ✨ Features: Get Who.is Data about a domain or IP Address Get all the Subdomains of a domain Get SSL / TLS Certificate information of a domain Convert IP Address into URL to fetch the data (IF POSSIBLE) Get easy access to the malicious site reporting sites (Google Safe Browsing, Microsoft Windows Defender Security Intelligence, etc.) 🛠 Tech Stack: 💻 Frontend: - **Next.JS** (Framework) - **TailwindCSS** (CSS Framework) ###🖴 Backend - Who.is API (for Who.is Records) - crt.name API (for subdomains) - Domainee API (for SSL/TLS Certificates) 🤖 AI USAGE: AI was used for implementing some parts of fetching the data and displaying it. It was also used for checking if the IP Address could be of a Website. UI and Base Logic was almost completely written manually.", "repo": "https://github.com/adeebur-x64/webForske", "demo": "https://webforske.vercel.app"}]...
|
[{"post_id": 57385, "ts": "202 [{"post_id": 57385, "ts": "2026-08-29T14:58:56Z", "hours": 0.6183, "text": "Devlog - 8 Spent some time adding the certificates fetcher feature . Also, added a IP to Website Checker to ensure all features work properly. Added an error handler which displays text if the data can’t be fetched for the entered URL or IP . Last devlog before shipping!"}, {"post_id": 55671, "ts": "2026-08-27T17:10:07Z", "hours": 0.4897, "text": "Devlog - 7 School hackathon competition ended so I can code more now! I’ve got a really interesting idea in my mind which I’ll be presenting in another project. Anyways: Spent some time implementing the subdomain fetching function and fixing some styling issues . Previously, if there were too many nameservers to display, the text would overflow. Now, I’ve fixed it by adding a horizontal slider so the divs won’t mess with the overall design."}, {"post_id": 55173, "ts": "2026-08-26T17:32:07Z", "hours": 0.6142, "text": "Devlog - 6 I know my devlogs have become smaller and shorter time is being logged, but that’s because of my school hackathon competition :D Anyways, spent some time adding a valid URL / IP checker and fixing the UI on mobile devices . Previously , if you entered a wrong URL, the website would try to fetch the details of that URL and fail in doing so . Now, if you entered a wrong URL, the website tells you that the entered URL is wrong . Also, why did no one tell me you can add these animated emojis?"}, {"post_id": 54659, "ts": "2026-08-25T18:10:34Z", "hours": 1.0089, "text": "Devlog - 5 Spent some time working on making the divs appear only after entering a valid website URL and implementing the Who.is Records feature . For now, the feature doesn’t work properly and is only partially working. But, I’ll be fixing that later in the next devlog! I had to use AI as I couldn’t fetch the data properly using the Who.is API ."}, {"post_id": 53944, "ts": "2026-08-24T17:27:50Z", "hours": 0.7192, "text": "Devlog - 4 Spent some time working on the baseplate for all the information that will be fetched . I wasn’t able to code a lot today due to some school stuff. None of these currently work or are accurate. These are just placeholders for now. I’ll be back with some actual progress very soon!"}, {"post_id": 53042, "ts": "2026-08-23T13:06:33Z", "hours": 0.6253, "text": "Devlog - 3 Spent some time adding a header and footer . For now, it only links to the source code and my portfolio website . However, I’ll improve it once I’ve got most of the basics of the website completed ."}, {"post_id": 52988, "ts": "2026-08-23T11:21:56Z", "hours": 1.0258, "text": "Devlog - 2 Spent some time designing the website a little bit. I’m using my animated grid background in this project too as it’s really cool in my opinion. I haven’t started on the actual backend yet . I want to finish the frontend stuff BEFORE I start working on the backend."}, {"post_id": 52504, "ts": "2026-08-22T17:23:53Z", "hours": 0.7078, "text": "Devlog - 1 Spent some time setting up the base files for the website. Most of the time went in figuring out the color scheme I should use but, I later just decided to go with the Catpuccin Mocha color scheme. ❓ Why so little work in a 40 min devlog? Most of my time went in figuring out the colors as well as the project structure. I wasn’t able to figure out how to fix node modules import while moving the files to another folder ."}]...
|
Title: webForske by @domos000 | Stardance
Devlogs Title: webForske by @domos000 | Stardance
Devlogs:
Devlog - 1 Spent some time setting up the base files for the website. Most of the time went in figuring out the color scheme I should use but, I later just decided to go with the Catpuccin Mocha color scheme. ❓ Why so little work in a 40 min devlog? Most of my time went in figuring out the colors as well as the project structure. I wasn’t able to figure out how to fix node modules import while moving the files to another folder .
Devlog - 2 Spent some time designing the website a little bit. I’m using my animated grid background in this project too as it’s really cool in my opinion. I haven’t started on the actual backend yet . I want to finish the frontend stuff BEFORE I start working on the backend.
Devlog - 3 Spent some time adding a header and footer . For now, it only links to the source code and my portfolio website . However, I’ll improve it once I’ve got most of the basics of the website completed .
Devlog - 4 Spent some time working on the baseplate for all the information that will be fetched . I wasn’t able to code a lot today due to some school stuff. None of these currently work or are accurate. These are just placeholders for now. I’ll be back with some actual progress very soon!
Devlog - 5 Spent some time working on making the divs appear only after entering a valid website URL and implementing the Who.is Records feature . For now, the feature doesn’t work properly and is only partially working. But, I’ll be fixing that later in the next devlog! I had to use AI as I couldn’t fetch the data properly using the Who.is API .
Devlog - 6 I know my devlogs have become smaller and shorter time is being logged, but that’s because of my school hackathon competition :D Anyways, spent some time adding a valid URL / IP checker and fixing the UI on mobile devices . Previously , if you entered a wrong URL, the website would try to fetch the details of that URL and fail in doing so . Now, if you entered a wrong URL, the website tells you that the entered URL is wrong . Also, why did no one tell me you can add these animated emojis?
Devlog - 7 School hackathon competition ended so I can code more now! I’ve got a really interesting idea in my mind which I’ll be presenting in another project. Anyways: Spent some time implementing the subdomain fetching function and fixing some styling issues . Previously, if there were too many nameservers to display, the text would overflow. Now, I’ve fixed it by adding a horizontal slider so the divs won’t mess with the overall design.
Devlog - 8 Spent some time adding the certificates fetcher feature . Also, added a IP to Website Checker to ensure all features work properly. Added an error handler which displays text if the data can’t be fetched for the entered URL or IP . Last devlog before shipping!
Ships:
webForske: Get easy access to publicly available information about a website or an IP Address. ✨ Features: Get Who.is Data about a domain or IP Address Get all the Subdomains of a domain Get SSL / TLS Certificate information of a domain Convert IP Address into URL to fetch the data (IF POSSIBLE) Get easy access to the malicious site reporting sites (Google Safe Browsing, Microsoft Windows Defender Security Intelligence, etc.) 🛠 Tech Stack: 💻 Frontend: - **Next.JS** (Framework) - **TailwindCSS** (CSS Framework) ###🖴 Backend - Who.is API (for Who.is Records) - crt.name API (for subdomains) - Domainee API (for SSL/TLS Certificates) 🤖 AI USAGE: AI was used for implementing some parts of fetching the data and displaying it. It was also used for checking if the IP Address could be of a Website. UI and Base Logic was almost completely written manually....
|
1793606152.3587348
|
1793692552.3587348
|
|
52982
|
The Power Grid Game by @_MrLuki | Stardance
|
_MrLuki
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T18:53:16Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game about controlling the power grid: buying new plants, upgrading them, and making the customers happy. If you don’t pay attention and you have too much or too little power, your grid could fail within seconds, so you should use plants like the pump or a battery to smooth the generation out. You start with basically nothing, and if your grid is stable and environmentally friendly, the customer number starts to grow. The thing I found most challenging was underestimating how complicated the simulation is: updating and calculating a real life power curve so more power is used in the morning and evening just as in real life, or plants like the battery that have an auto mode. All in all, I really like what I built here, and I hope you enjoy it as well ♥️.", "repo": "https://github.com/MrLuki2727/The-Power-Grid-Game", "demo": "https://github.com/MrLuki2727/The-Power-Grid-Game/releases"}]...
|
[{"post_id": 56792, "ts": "202 [{"post_id": 56792, "ts": "2026-08-28T18:25:49Z", "hours": 0.8711, "text": "I think it’s ready to ship - I added a screen that triggers when your grid isn’t stable enough for a few seconds, so the game actually has an ending if you’re not paying attention."}, {"post_id": 54569, "ts": "2026-08-25T16:19:17Z", "hours": 0.7533, "text": "As seen in the picture below, I added an upgrade system (visuals are still glitched sometimes), so you can take a power plant from 80 kW max to basically infinite if you want to. If you want to try the game out, check out the releases on GitHub !"}, {"post_id": 53992, "ts": "2026-08-24T18:39:10Z", "hours": 1.5606, "text": "As you can see in the picture, I finally added a title screen and made a super early version of the settings panel, where for now the only option is to change the fullscreen mode 🤣. I also added a simple spark as the game icon. The full release is on GitHub - feel free to check it out!"}, {"post_id": 53693, "ts": "2026-08-24T11:26:38Z", "hours": 1.2556, "text": "Today I worked on building a release for the game that you can try out. If you want, you can check it out by visiting the releases page and downloading the latest .exe . I had to embed the pictures directly into an array so that no installation is needed - just download and run. I also finally added support for saving and loading the game, so you don’t have to start all over again every time."}, {"post_id": 53294, "ts": "2026-08-23T19:11:33Z", "hours": 1.0597, "text": "Now power plants like coal and nuclear have sliders to control energy output more precisely, though due to their high reaction time, it takes a while for them to adjust the power. The next thing I added was a money system that gives the player income based on power delivery and grid stability. While testing, I noticed I sometimes couldn’t buy a plant, and after digging into it, I found out that the shop button and the buy plant button could overlap, triggering both at once and causing a freeze."}, {"post_id": 53107, "ts": "2026-08-23T15:21:41Z", "hours": 1.0975, "text": "I added a visualization for the current time (down left), where the sun (and moon at night) moves along the arc. This took a bit of trial and error to get working. On the other hand, the menu I added was much simpler, since it’s just a copy of the shop screen with different buttons 🤣🤣"}, {"post_id": 52900, "ts": "2026-08-23T08:56:32Z", "hours": 1.2039, "text": "I added bars to help visualize the charged capacity and the power produced, and added a graph that shows power demand and production in real time. I also fixed a bug where power production could only ramp up, not down - I was catching disabled plants early with an if statement, so the ramp code was never reached."}, {"post_id": 52549, "ts": "2026-08-22T18:28:59Z", "hours": 7.0692, "text": "I’m working on a 2D Power Grid Game, coded in C with a graphical interface using raylib. I spent the last day building the core mechanics, and simulation.c is already getting pretty crowded. My brain will probably explode if I keep adding more power mechanics to it. One funny bug I ran into: when I set a battery to charge, it started drawing power that didn’t actually exist -free energy from nowhere. Pretty funny bug, less funny to debug, but could use it in real life probably."}]...
|
Title: The Power Grid Game by @_MrLuki | Stardance Title: The Power Grid Game by @_MrLuki | Stardance
Devlogs:
I’m working on a 2D Power Grid Game, coded in C with a graphical interface using raylib. I spent the last day building the core mechanics, and simulation.c is already getting pretty crowded. My brain will probably explode if I keep adding more power mechanics to it. One funny bug I ran into: when I set a battery to charge, it started drawing power that didn’t actually exist -free energy from nowhere. Pretty funny bug, less funny to debug, but could use it in real life probably.
I added bars to help visualize the charged capacity and the power produced, and added a graph that shows power demand and production in real time. I also fixed a bug where power production could only ramp up, not down - I was catching disabled plants early with an if statement, so the ramp code was never reached.
I added a visualization for the current time (down left), where the sun (and moon at night) moves along the arc. This took a bit of trial and error to get working. On the other hand, the menu I added was much simpler, since it’s just a copy of the shop screen with different buttons 🤣🤣
Now power plants like coal and nuclear have sliders to control energy output more precisely, though due to their high reaction time, it takes a while for them to adjust the power. The next thing I added was a money system that gives the player income based on power delivery and grid stability. While testing, I noticed I sometimes couldn’t buy a plant, and after digging into it, I found out that the shop button and the buy plant button could overlap, triggering both at once and causing a freeze.
Today I worked on building a release for the game that you can try out. If you want, you can check it out by visiting the releases page and downloading the latest .exe . I had to embed the pictures directly into an array so that no installation is needed - just download and run. I also finally added support for saving and loading the game, so you don’t have to start all over again every time.
As you can see in the picture, I finally added a title screen and made a super early version of the settings panel, where for now the only option is to change the fullscreen mode 🤣. I also added a simple spark as the game icon. The full release is on GitHub - feel free to check it out!
As seen in the picture below, I added an upgrade system (visuals are still glitched sometimes), so you can take a power plant from 80 kW max to basically infinite if you want to. If you want to try the game out, check out the releases on GitHub !
I think it’s ready to ship - I added a screen that triggers when your grid isn’t stable enough for a few seconds, so the game actually has an ending if you’re not paying attention.
Ships:
I made a game about controlling the power grid: buying new plants, upgrading them, and making the customers happy. If you don’t pay attention and you have too much or too little power, your grid could fail within seconds, so you should use plants like the pump or a battery to smooth the generation out. You start with basically nothing, and if your grid is stable and environmentally friendly, the customer number starts to grow. The thing I found most challenging was underestimating how complicated the simulation is: updating and calculating a real life power curve so more power is used in the morning and evening just as in real life, or plants like the battery that have an auto mode. All in all, I really like what I built here, and I hope you enjoy it as well ♥️....
|
1793606154.4898396
|
1793692554.4898396
|
|
32702
|
Hardware Based SDP Solver by @brew | Stardance
|
brew
|
2
|
62.0
|
1166
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T03:09:06Z", "hours": 12.0, "multiplier": 17.04, "payout": 208, "blessing": "neutral", "text": "I made a hardware implementation of Prange’s ISD algorithm. This algorithm is used in cryptanalysis of post-quantum cryptosystems (it can break something like HQC at extremely low parameters) or in some error correction algorithms (although these are not widely used). The hardest part about making this was designing the architecture. As my video demo shows, the math is not that hard. However, the architecture behind it required a software prototype, dozens of hours writing and debugging RTL, and accounting for deep memory access pipelines. Alterations made between the last ship include faster clock speeds and better documentation (along with a technical writeup).", "repo": "https://github.com/0x62797465/isd", "demo": "https://youtu.be/89tWpNHTBE0"}, {"ship_num": 2, "ts": "2026-07-31T02:31:03Z", "hours": 50.0, "multiplier": 19.28, "payout": 958, "blessing": "neutral", "text": "I made a hardware implementation of Prange’s ISD algorithm. This algorithm is used in cryptanalysis of post-quantum cryptosystems (it can break something like HQC at extremely low parameters) or in some error correction algorithms (although these are not widely used). The hardest part about making this was designing the architecture. As my video demo shows, the math is not that hard. However, the architecture behind it required a software prototype, dozens of hours writing and debugging RTL, and accounting for deep memory access pipelines.", "repo": "https://github.com/0x62797465/isd", "demo": "https://youtu.be/89tWpNHTBE0"}]...
|
[{"post_id": 52677, "ts": "202 [{"post_id": 52677, "ts": "2026-08-22T22:59:53Z", "hours": 0.2883, "text": "made the codebase slightly more readable"}, {"post_id": 49043, "ts": "2026-08-17T17:07:26Z", "hours": 0.8281, "text": "Minor timing improvements; I realized that the multiplication path was poor for timing. However, I found out this only increased it to about 120mhz and that BRAM latency was the real killer."}, {"post_id": 41132, "ts": "2026-08-05T04:16:18Z", "hours": 6.9108, "text": "I wrote up the entire architecture updated my overall testbench. I do not know why this took so long."}, {"post_id": 39888, "ts": "2026-08-03T05:26:42Z", "hours": 3.0731, "text": "Cleaned up the codebase. The final thing I need to do before the technical write-up is make the overall test bench for a performance report & overall correctness."}, {"post_id": 38667, "ts": "2026-08-01T05:29:22Z", "hours": 1.13, "text": "Fixed the permutation testbench, which I didn’t even know was broken! Apparently it broke when I changed the memory access system to flatten the 2d array, it also exposed some other bugs that have been hiding."}, {"post_id": 37937, "ts": "2026-07-30T23:26:45Z", "hours": 0.8875, "text": "Well, I think this is it! I have some code hygiene to do, and I have to make the presentation video, but it’s done! I’ll be making a video presentation soon and pushing a release. Attached are some benchmark results; it’s pretty fast!"}, {"post_id": 37367, "ts": "2026-07-30T01:12:43Z", "hours": 2.0069, "text": "Finished the Gaussian elimination testbench! Only bugs I caught were in the testbench itself (which was expected, since I tested it in hardware before simulating). One complicated thing was to undo the row swaps, I had to scan the identity matrix."}, {"post_id": 37255, "ts": "2026-07-29T20:27:30Z", "hours": 2.2947, "text": "I’ve been running benchmarks. So far, the largest challenge I’ve been able to solve has an error length of 280 and a weight of 35, it took 13 hours and was externally verified."}, {"post_id": 36138, "ts": "2026-07-28T01:14:54Z", "hours": 2.8528, "text": "It’s done. This script receives, from UART, the columns needed for the error. However, due to the nature of the algorithm, it also contains non-error columns. With one RREF run on the permutated matrix we can recover the error vector. I have to clean the code up globally and finish the Gaussian elimination testbench before I start thinking about writing this up, benchmarking it, and publishing it."}, {"post_id": 35551, "ts": "2026-07-27T01:56:25Z", "hours": 2.9125, "text": "Implemented the UART logic, unfortunately there was a fire that led me to evacuate my house so I can not test it on my FPGA. Pictured is the top-level logic. (Each green block is a single unit, each unit contains one permutation unit and one Gaussian elimination unit)."}, {"post_id": 35209, "ts": "2026-07-26T14:25:31Z", "hours": 3.6583, "text": "Got it to synthesize and work, it’s faster than my CPU implementation!"}, {"post_id": 34383, "ts": "2026-07-25T01:41:47Z", "hours": 3.0183, "text": "Almost done rewriting the Gaussian elimination module. Today I worked on the elimination part and finished the selection part. It’s really hard because all memory accesses are pipelined, and what’s worse is that the depth is >4, making it complicated enough where I need to diagram. Below is the RTL view, you may notice some tall stuff, that’s free list access, but besides that it’s highly optimized. All that’s left for this module is bitcounting & stalling, which are both trivial, however the testbench is a different story."}, {"post_id": 33810, "ts": "2026-07-24T01:34:58Z", "hours": 2.5689, "text": "This is the new RTL view for the permutation! After changing some logic and fixing the testbench today I don’t think it will look much different in the future. The long thing is a 32 bit seed being used in the xorshift32 algorithm (a PRNG). Today I worked on the Gaussian elimination unit, there is a lot to do to move it into BRAM. First, I have to adapt it to receive the permutated matrix, which is the easy part. Everywhere else the architecture heavily diverges. I will be scanning the columns to build a list (in BRAM) of every row I need to eliminate, at the same time I will use a free list to prevent using an already-used row (which would break the algorithm) and select a row to use for elimination (and rename and allocate it to prevent re-use and actual swaps). During the elimination step, I will fetch the current word used for elimination, then eliminate every row in the list for the current word. I will repeat until it is done. Additionally, I’ll save some time by skipping unneeded words at the beginning (which should be all zero in our selected row by construction). The bit count implementation is pretty easy, all I need to do is read the new syndrome bits in many cycles, adding them together, then comparing against a constant. Most of this is not yet implemented, but progress is being made!"}, {"post_id": 33344, "ts": "2026-07-23T05:15:43Z", "hours": 2.8708, "text": "After an excessive amount of work, the permutation stage is now fully BRAM and the testbench is updated to match. This required renaming, state machines, multi-cycle delays, look ahead memory accesses, etc. I am very happy it is done, however the bigger beast (Gaussian elimination) is up next."}, {"post_id": 32714, "ts": "2026-07-22T01:23:27Z", "hours": 4.6639, "text": "Spent the entire day trying to refactor the permutation logic to use BRAM. So far, I was able to get the static matrix put into BRAM. I am currently working on getting the permutation matrix and snapshots put into BRAM. To prevent excessive logic or stale periods I am implementing a renaming system that allows for quick swaps of permutation matrixi. The testbench works for the static matrix in BRAM, but since the permutation logic is still being adapted to BRAM I am not near finished."}, {"post_id": 32098, "ts": "2026-07-21T00:55:21Z", "hours": 1.8475, "text": "RTL view or Factorio map? If you guessed RTL view, you would unfortunately be correct. My naive architecture was not a great idea! Pictured here is only 2% of the problem, the other 97% is the Gaussian elimination unit which doesn’t manage to load in RTL view even after an hour of waiting. Why? Muxes. I treated access into a 20k entry bitarray as cheap, which was not very smart, especially since I did multiple reads/writes in a single cycle (which duplicates logic). As a result, I am currently refactoring the codebase to store more things in BRAM. This will come at a heavy, heavy, heavy performance cost, but at least it’ll be synthesizable and the units may be duplicatable. This will require me to rewrite the permutation unit, the Gaussian unit, and both testbenches. Essentially 10 hours of work are down the drain."}, {"post_id": 31579, "ts": "2026-07-20T02:48:42Z", "hours": 1.3114, "text": "I am in the testing stage of the Prange implementation, simulation is really slow, so it will take a while. So far it has been running for an hour without a solution. However, other testbenches and results show that there likely will be a solution in some time."}, {"post_id": 31039, "ts": "2026-07-19T03:31:36Z", "hours": 2.4542, "text": "I wanted to one-up my time from yesterday so I continued working on my project. I implemented a fully randomized testbench of the new unit’s (responsible for gaussian elimination and hamming weight calculation) receiving protocol, hamming weight calculation, solution correctness, and more. Overall I found a few major bugs, but they’re all fixed now. My Prange implementation is nearly complete!"}, {"post_id": 30950, "ts": "2026-07-18T23:19:17Z", "hours": 3.2281, "text": "This has been an undertaking, I present to you, a very very tunable Gaussian elimination unit in GF(2). This is essentially a state machine that copies over a partial permutated matrix from the other permutation unit, then it finds a non-zero coordinate for the current column, swaps, eliminates, and repeats. Afterwards, it does a hamming weight calculation to see if it’s equal to our needed weight, if yes then it stalls, otherwise it requests another matrix and restarts. The hardest part of this was making every parameter tunable, because doing so allows us to later use something like an evolutionary algorithm to reach a theoretical optimal design for a given dimension."}, {"post_id": 30364, "ts": "2026-07-17T20:48:24Z", "hours": 3.4306, "text": "Major changes, the permutation generator now can transfer data to the Gaussian elimination units in blocks. I made sure this, and some other logic I’ve added, works via a large test bench (larger than the actual implementation!)."}, {"post_id": 29746, "ts": "2026-07-16T20:47:27Z", "hours": 2.4306, "text": "Small changes. I implemented the permutation generator in systemverilog and made a testbench for it (looks for frozen random values, zero random values (breaks xorshift), and for invalid permutation states (multiple entries point to the same thing)). I used the xorshift32 algorithm because of how cheap it is on hardware. I would have used xorshift16, but the larger state prevents exhaustion of search space. Pictured is incremental changes in simulation."}, {"post_id": 28641, "ts": "2026-07-15T00:43:09Z", "hours": 2.8442, "text": "I decided to take another look at my Prange implementation before committing it to hardware. It turns out that there was a lot of room for optimization. Originally, with full optimizations, the code solved an instance at 200 dimensions in 300 seconds. At that dimension, it is estimated to have a complexity of 2^21, which means that my code was not doing too well. First things first, I started storing bits in bit arrays rather than byte arrays. Since everything was in GF(2) it was much easier to simply use an array given that C had no high performance built-in bitarray. However, C++ did. So after migrating my code base and changing everything to bitarrays (and using the same random seed, meaning same solution and work) I got it solved in 150 seconds, which is a 2x improvement! After removing some repeated allocations, making my code take better advantage of boost’s high performance block operations (64 bits xored in a cycle rather than 1 (there’s some heavy nuance to this due to how modern processors work but there is an improvement)), and making the hamming weight calculator operate along with the Gaussian elimination rather than after it, I got a further 5x boost to 30 seconds (same randomness). I got another improvement to 10 seconds when I changed the randomness (so technically there is a different amount of work but the overall trend held for other tests) and permutation logic to prevent repeated allocations and to decrease the amount of swaps that were needed by partitioning two sections at the cost of some random uniformity. Overall, I achieved a 30x speedup and now I’m able to run higher dimensions in a reasonable time."}, {"post_id": 25473, "ts": "2026-07-09T19:16:54Z", "hours": 0.5122, "text": "Small updates, I fixed memory leakages and got the algorithm working at 170 dimensions instead of just 100. The next algorithm I will be prototyping will be the final one used in-hardware. In the screenshot, part of the matrix with partial RREF is shown along with a found solution after list generation and matching."}, {"post_id": 25061, "ts": "2026-07-09T00:47:57Z", "hours": 2.0878, "text": "I got the Stern algorithm prototype running! While the memory complexity makes it unusable for higher dimensions (multiple petabytes at just d=200), it is able to solve small dimensions relatively quickly. This is my last prototype until I start implementing BJMM in both software and HDL."}, {"post_id": 24924, "ts": "2026-07-08T20:02:16Z", "hours": 1.8081, "text": "This is my first devlog post! For now, my code is relatively basic. The problem it is attempting to solve is the syndrome decoding problem, which is used in error correction and post-quantum cryptography. I made a prototype of Prange’s algorithm, but now I am working on Stern’s, which has a higher memory complexity but better time complexity. Screenshotted is the partial RREF achieved in order to split the syndrome into two parts (one for lookup and the other for exact matching)."}]...
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Title: Hardware Based SDP Solver by @brew | Starda Title: Hardware Based SDP Solver by @brew | Stardance
Devlogs:
This is my first devlog post! For now, my code is relatively basic. The problem it is attempting to solve is the syndrome decoding problem, which is used in error correction and post-quantum cryptography. I made a prototype of Prange’s algorithm, but now I am working on Stern’s, which has a higher memory complexity but better time complexity. Screenshotted is the partial RREF achieved in order to split the syndrome into two parts (one for lookup and the other for exact matching).
I got the Stern algorithm prototype running! While the memory complexity makes it unusable for higher dimensions (multiple petabytes at just d=200), it is able to solve small dimensions relatively quickly. This is my last prototype until I start implementing BJMM in both software and HDL.
Small updates, I fixed memory leakages and got the algorithm working at 170 dimensions instead of just 100. The next algorithm I will be prototyping will be the final one used in-hardware. In the screenshot, part of the matrix with partial RREF is shown along with a found solution after list generation and matching.
I decided to take another look at my Prange implementation before committing it to hardware. It turns out that there was a lot of room for optimization. Originally, with full optimizations, the code solved an instance at 200 dimensions in 300 seconds. At that dimension, it is estimated to have a complexity of 2^21, which means that my code was not doing too well. First things first, I started storing bits in bit arrays rather than byte arrays. Since everything was in GF(2) it was much easier to simply use an array given that C had no high performance built-in bitarray. However, C++ did. So after migrating my code base and changing everything to bitarrays (and using the same random seed, meaning same solution and work) I got it solved in 150 seconds, which is a 2x improvement! After removing some repeated allocations, making my code take better advantage of boost’s high performance block operations (64 bits xored in a cycle rather than 1 (there’s some heavy nuance to this due to how modern processors work but there is an improvement)), and making the hamming weight calculator operate along with the Gaussian elimination rather than after it, I got a further 5x boost to 30 seconds (same randomness). I got another improvement to 10 seconds when I changed the randomness (so technically there is a different amount of work but the overall trend held for other tests) and permutation logic to prevent repeated allocations and to decrease the amount of swaps that were needed by partitioning two sections at the cost of some random uniformity. Overall, I achieved a 30x speedup and now I’m able to run higher dimensions in a reasonable time.
Small changes. I implemented the permutation generator in systemverilog and made a testbench for it (looks for frozen random values, zero random values (breaks xorshift), and for invalid permutation states (multiple entries point to the same thing)). I used the xorshift32 algorithm because of how cheap it is on hardware. I would have used xorshift16, but the larger state prevents exhaustion of search space. Pictured is incremental changes in simulation.
Major changes, the permutation generator now can transfer data to the Gaussian elimination units in blocks. I made sure this, and some other logic I’ve added, works via a large test bench (larger than the actual implementation!).
This has been an undertaking, I present to you, a very very tunable Gaussian elimination unit in GF(2). This is essentially a state machine that copies over a partial permutated matrix from the other permutation unit, then it finds a non-zero coordinate for the current column, swaps, eliminates, and repeats. Afterwards, it does a hamming weight calculation to see if it’s equal to our needed weight, if yes then it stalls, otherwise it requests another matrix and restarts. The hardest part of this was making every parameter tunable, because doing so allows us to later use something like an evolutionary algorithm to reach a theoretical optimal design for a given dimension.
I wanted to one-up my time from yesterday so I continued working on my project. I implemented a fully randomized testbench of the new unit’s (responsible for gaussian elimination and hamming weight calculation) receiving protocol, hamming weight calculation, solution correctness, and more. Overall I found a few major bugs, but they’re all fixed now. My Prange implementation is nearly complete!
I am in the testing stage of the Prange implementation, simulation is really slow, so it will take a while. So far it has been running for an hour without a solution. However, other testbenches and results show that there likely will be a solution in some time.
RTL view or Factorio map? If you guessed RTL view, you would unfortunately be correct. My naive architecture was not a great idea! Pictured here is only 2% of the problem, the other 97% is the Gaussian elimination unit which doesn’t manage to load in RTL view even after an hour of waiting. Why? Muxes. I treated access into a 20k entry bitarray as cheap, which was not very smart, especially since I did multiple reads/writes in a single cycle (which duplicates logic). As a result, I am currently refactoring the codebase to store more things in BRAM. This will come at a heavy, heavy, heavy performance cost, but at least it’ll be synthesizable and the units may be duplicatable. This will require me to rewrite the permutation unit, the Gaussian unit, and both testbenches. Essentially 10 hours of work are down the drain.
Spent the entire day trying to refactor the permutation logic to use BRAM. So far, I was able to get the static matrix put into BRAM. I am currently working on getting the permutation matrix and snapshots put into BRAM. To prevent excessive logic or stale periods I am implementing a renaming system that allows for quick swaps of permutation matrixi. The testbench works for the static matrix in BRAM, but since the permutation logic is still being adapted to BRAM I am not near finished.
After an excessive amount of work, the permutation stage is now fully BRAM and the testbench is updated to match. This required renaming, state machines, multi-cycle delays, look ahead memory accesses, etc. I am very happy it is done, however the bigger beast (Gaussian elimination) is up next.
This is the new RTL view for the permutation! After changing some logic and fixing the testbench today I don’t think it will look much different in the future. The long thing is a 32 bit seed being used in the xorshift32 algorithm (a PRNG). Today I worked on the Gaussian elimination unit, there is a lot to do to move it into BRAM. First, I have to adapt it to receive the permutated matrix, which is the easy part. Everywhere else the architecture heavily diverges. I will be scanning the columns to build a list (in BRAM) of every row I need to eliminate, at the same time I will use a free list to prevent using an already-used row (which would break the algorithm) and select a row to use for elimination (and rename and allocate it to prevent re-use and actual swaps). During the elimination step, I will fetch the current word used for elimination, then eliminate every row in the list for the current word. I will repeat until it is done. Additionally, I’ll save some time by skipping unneeded words at the beginning (which should be all zero in our selected row by construction). The bit count implementation is pretty easy, all I need to do is read the new syndrome bits in many cycles, adding them together, then comparing against a constant. Most of this is not yet implemented, but progress is being made!
Almost done rewriting the Gaussian elimination module. Today I worked on the elimination part and finished the selection part. It’s really hard because all memory accesses are pipelined, and what’s worse is that the depth is >4, making it complicated enough where I need to diagram. Below is the RTL view, you may notice some tall stuff, that’s free list access, but besides that it’s highly optimized. All that’s left for this module is bitcounting & stalling, which are both trivial, however the testbench is a different story.
Got it to synthesize and work, it’s faster than my CPU implementation!
Implemented the UART logic, unfortunately there was a fire that led me to evacuate my house so I can not test it on my FPGA. Pictured is the top-level logic. (Each green block is a single unit, each unit contains one permutation unit and one Gaussian elimination unit).
It’s done. This script receives, from UART, the columns needed for the error. However, due to the nature of the algorithm, it also contains non-error columns. With one RREF run on the permutated matrix we can recover the error vector. I have to clean the code up globally and finish the Gaussian elimination testbench before I start thinking about writing this up, benchmarking it, and publishing it.
I’ve been running benchmarks. So far, the largest challenge I’ve been able to solve has an error length of 280 and a weight of 35, it took 13 hours and was externally verified.
Finished the Gaussian elimination testbench! Only bugs I caught were in the testbench itself (which was expected, since I tested it in hardware before simulating). One complicated thing was to undo the row swaps, I had to scan the identity matrix.
Well, I think this is it! I have some code hygiene to do, and I have to make the presentation video, but it’s done! I’ll be making a video presentation soon and pushing a release. Attached are some benchmark results; it’s pretty fast!
Fixed the permutation testbench, which I didn’t even know was broken! Apparently it broke when I changed the memory access system to flatten the 2d array, it also exposed some other bugs that have been hiding.
Cleaned up the codebase. The final thing I need to do before the technical write-up is make the overall test bench for a performance report & overall correctness.
I wrote up the entire architecture updated my overall testbench. I do not know why this took so long.
Minor timing improvements; I realized that the multiplication path was poor for timing. However, I found out this only increased it to about 120mhz and that BRAM latency was the real killer.
made the codebase slightly more readable
Ships:
I made a hardware implementation of Prange’s ISD algorithm. This algorithm is used in cryptanalysis of post-quantum cryptosystems (it can break something like HQC at extremely low parameters) or in some error correction algorithms (although these are not widely used). The hardest part about making this was designing the architecture. As my video demo shows, the math is not that hard. However, the architecture behind it required a software prototype, dozens of hours writing and debugging RTL, and accounting for deep memory access pipelines.
I made a hardware implementation of Prange’s ISD algorithm. This algorithm is used in cryptanalysis of post-quantum cryptosystems (it can break something like HQC at extremely low parameters) or in some error correction algorithms (although these are not widely used). The hardest part about making this was designing the architecture. As my video demo shows, the math is not that hard. However, the architecture behind it required a software prototype, dozens of hours writing and debugging RTL, and accounting for deep memory access pipelines. Alterations made between the last ship include faster clock speeds and better documentation (along with a technical writeup)....
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1793606156.5290492
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1793692556.5290492
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6568
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My awesome macropad! by @mabdullah5099 | Stardance
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mabdullah5099
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @mabdullah5099 | St Title: My awesome macropad! by @mabdullah5099 | Stardance...
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1793606160.3937051
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1794470160.3937051
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57397
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webos by @utkarsh_tewari | Stardance
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utkarsh_tewari
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0
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Title: webos by @utkarsh_tewari | Stardance
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1793606161.2604408
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1794470161.2604408
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46400
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WebbFinder by @busy_cheesy | Stardance
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busy_cheesy
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2
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18.0
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287
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T20:22:30Z", "hours": 4.0, "multiplier": 14.95, "payout": 56, "blessing": "neutral", "text": "This is a refined version of my first ship, WebbFinder, an app made in pygame that lets you view the latest James Webb Space Telescope imagery. After reading the constructive critism left on my ship, I have gone back and made adjustments to the code, notably to improve it’s archetecture and UI, as those were the issues highlighted by the people. I have used the same image as my first ship to show the difference between the two. Now some people also said that this could be a website, but the goal of this project, which was for me to learn how to use APIs, would have been much harder to achieve with a website because I have no experience with html, js, or css. Thus, the project would have taken exponentially longer than python, which I have a lot more experience in. Testing my project truly opened my eyes to how beautiful space really is… there is so much beauty out there and so much more that we have yet to find. The hardest project as a whole still remains the initial API setup, which after several hours I got working, but the feeling of success at the end is always worth it, and I have to say I am very proud of this new version. To run the project, you can either download the exe, or just follow the installation instructions in the read me. If you want to see the simple telescope animation, this only happens if you clone the repository and delete the json file, as the exe comes with the json preloaded. I also didn’t update the json file on purpose to showcase how it updates. If you run the project, you should see the image counter increase after around 30 seconds when the request comes back. All the other features are still here: Jump to date: find the image with the closest date to the one inputted Download: 3 options, medium, large or original. The originals are sometimes very big and might take some time to download Link takes you to the ESA/WEBB website for more information about the image That’s about all there is to it. For more info look at the first ship. Thanks for having read this btw, I appreciate you :D", "repo": "https://github.com/cream-of-wheat/WebbFinder", "demo": "https://github.com/cream-of-wheat/WebbFinder/releases/tag/v1.0.1"}, {"ship_num": 2, "ts": "2026-08-20T01:25:38Z", "hours": 14.0, "multiplier": 16.78, "payout": 231, "blessing": "neutral", "text": "This is WebbFinder, an app made in pygame that lets you browse the latest James Webb Space Telescope images through the official ESA/Webb image API. This is my first time using APIs, so getting that to work was a bit of a hassle, but I thoroughly enjoyed making this project. Space is always fascinating and making something about the James Webb telescope really filled me with awe about how beautiful the universe truly is. The app works like this: If you do not have the data.json file, you will have to wait ~30 seconds for the first page to load. You will then be able to browse the latest 100 images. It is recommended to wait for the rest of the pages to load, so that it is saved and your next startup is much quicker. If you do have the data.json file, the code simply requests the latest page and compares if you already have the images, and adds any new ones. You can browse the images in chronological order, which displays the actual image, its title, the description, date, link to the ESA website, and a download option. The download option gives you 3 options: medium, large or original, each one bigger than the last. A ‘jump to date’ feature is also present, letting you choose to look at images whose date is closest to the date you have selected. To keep the feel of the app smooth, the check for new images is done in the background. This is much different from the first versions where the whole screen would freeze, so multithreading was another thing I had to familiarize myself with. Furthermore, the neighbouring five images are also preloaded to ensure that there are no stutters while viewing. Overall, I am very proud of this system that ensured a smooth browsing experience, and of the project as a whole. Thanks for having read my pitch :D", "repo": "https://github.com/cream-of-wheat/WebbFinder", "demo": "https://github.com/cream-of-wheat/WebbFinder/releases/tag/v1.0.1"}]...
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[{"post_id": 63157, "ts": "202 [{"post_id": 63157, "ts": "2026-09-06T20:05:58Z", "hours": 2.7256, "text": "Overhauled the UI, it now looks much cleaner than the previous bare-boned look. I also made several adjustments to the code to improve it’s archetecture. Examples include splitting the code into multiple files (it was one 600+ line file before lol), and moving the download file selection to the pygame gui instead of having the manager create a hidden window with tkinter. Also added headers at the top to make it look better, as well as changing the color pallette and fixing a hover bug for the link."}, {"post_id": 51032, "ts": "2026-08-20T14:57:00Z", "hours": 1.0167, "text": "Made an exe version of the python script that holds a preloaded data.json. Had a little trouble with getting pygame_gui to install into the exe but it worked in the end. If you run the exe you should see a data.json created inside the same directory as the exe, and that is so it can be updated with the latest images"}, {"post_id": 50637, "ts": "2026-08-19T21:49:23Z", "hours": 3.3167, "text": "Final update The biggest issue in the earlier versions was the interface freezing whenever the app fetched new APi data or downloaded high-res images. To address this problem, i moved the network requests, cache updates, and image preloading onto the background threads using the threading module in python. Everything is much more smooth now. I also added an input parser that lets the user to select a specific date, which the app will find and jump to the image with the closest date. Furthermore, I added a download selector allowing users to save images in medium, large, or original quality via the native file save option. I also added a buffer system that preloads the previous and next five neighbouring images into memory (also in the background!) making the image switching instant with no lag."}, {"post_id": 49308, "ts": "2026-08-18T01:37:22Z", "hours": 3.1333, "text": "Can now view all of the James Webb space telescope images. Also optimized the manager to fetch just the first page to update the existing data file. If this file didnt exist at all, then a loading screen will display a little animation of stars while the first page loads, and upon it loading it lets the user view the images while the second page is loaded via background threading. Once all the pages have been downloaded, or it has been detected that the data already had that image, the process is stopped and the data is then saved. Also, once the user loads an image by clicking previous or next, that image is stored to avoid unnecesarily calling the same request again. Pretty exciting stuff"}, {"post_id": 48571, "ts": "2026-08-17T00:47:30Z", "hours": 4.4669, "text": "Got the app into a working state, can move forwards and backwards between images, super exciting. Extracted more info from the JSON to get the description, title, and date. UI is looking better, still a little bare. However, it is currently only possible to view the first page of images, so next devlogs will be focused on adding access to all the images, as well as improving their loading speeds. The core viewing mechanic is functional tho!"}, {"post_id": 44880, "ts": "2026-08-10T22:27:57Z", "hours": 2.8336, "text": "First time here, progress is being made. Didn’t know anything about APIs or jsons but here is the first succesful render. Biggest obstacle was figuring out how to request the image data and properly display it in pygame (of which I also knew very little about, which is why it is so barebones right now!) Foundation established, things are looking good."}]...
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Title: WebbFinder by @busy_cheesy | Stardance
Dev Title: WebbFinder by @busy_cheesy | Stardance
Devlogs:
First time here, progress is being made. Didn’t know anything about APIs or jsons but here is the first succesful render. Biggest obstacle was figuring out how to request the image data and properly display it in pygame (of which I also knew very little about, which is why it is so barebones right now!) Foundation established, things are looking good.
Got the app into a working state, can move forwards and backwards between images, super exciting. Extracted more info from the JSON to get the description, title, and date. UI is looking better, still a little bare. However, it is currently only possible to view the first page of images, so next devlogs will be focused on adding access to all the images, as well as improving their loading speeds. The core viewing mechanic is functional tho!
Can now view all of the James Webb space telescope images. Also optimized the manager to fetch just the first page to update the existing data file. If this file didnt exist at all, then a loading screen will display a little animation of stars while the first page loads, and upon it loading it lets the user view the images while the second page is loaded via background threading. Once all the pages have been downloaded, or it has been detected that the data already had that image, the process is stopped and the data is then saved. Also, once the user loads an image by clicking previous or next, that image is stored to avoid unnecesarily calling the same request again. Pretty exciting stuff
Final update The biggest issue in the earlier versions was the interface freezing whenever the app fetched new APi data or downloaded high-res images. To address this problem, i moved the network requests, cache updates, and image preloading onto the background threads using the threading module in python. Everything is much more smooth now. I also added an input parser that lets the user to select a specific date, which the app will find and jump to the image with the closest date. Furthermore, I added a download selector allowing users to save images in medium, large, or original quality via the native file save option. I also added a buffer system that preloads the previous and next five neighbouring images into memory (also in the background!) making the image switching instant with no lag.
Made an exe version of the python script that holds a preloaded data.json. Had a little trouble with getting pygame_gui to install into the exe but it worked in the end. If you run the exe you should see a data.json created inside the same directory as the exe, and that is so it can be updated with the latest images
Overhauled the UI, it now looks much cleaner than the previous bare-boned look. I also made several adjustments to the code to improve it’s archetecture. Examples include splitting the code into multiple files (it was one 600+ line file before lol), and moving the download file selection to the pygame gui instead of having the manager create a hidden window with tkinter. Also added headers at the top to make it look better, as well as changing the color pallette and fixing a hover bug for the link.
Ships:
This is WebbFinder, an app made in pygame that lets you browse the latest James Webb Space Telescope images through the official ESA/Webb image API. This is my first time using APIs, so getting that to work was a bit of a hassle, but I thoroughly enjoyed making this project. Space is always fascinating and making something about the James Webb telescope really filled me with awe about how beautiful the universe truly is. The app works like this: If you do not have the data.json file, you will have to wait ~30 seconds for the first page to load. You will then be able to browse the latest 100 images. It is recommended to wait for the rest of the pages to load, so that it is saved and your next startup is much quicker. If you do have the data.json file, the code simply requests the latest page and compares if you already have the images, and adds any new ones. You can browse the images in chronological order, which displays the actual image, its title, the description, date, link to the ESA website, and a download option. The download option gives you 3 options: medium, large or original, each one bigger than the last. A ‘jump to date’ feature is also present, letting you choose to look at images whose date is closest to the date you have selected. To keep the feel of the app smooth, the check for new images is done in the background. This is much different from the first versions where the whole screen would freeze, so multithreading was another thing I had to familiarize myself with. Furthermore, the neighbouring five images are also preloaded to ensure that there are no stutters while viewing. Overall, I am very proud of this system that ensured a smooth browsing experience, and of the project as a whole. Thanks for having read my pitch :D
This is a refined version of my first ship, WebbFinder, an app made in pygame that lets you view the latest James Webb Space Telescope imagery. After reading the constructive critism left on my ship, I have gone back and made adjustments to the code, notably to improve it’s archetecture and UI, as those were the issues highlighted by the people. I have used the same image as my first ship to show the difference between the two. Now some people also said that this could be a website, but the goal of this project, which was for me to learn how to use APIs, would have been much harder to achieve with a website because I have no experience with html, js, or css. Thus, the project would have taken exponentially longer than python, which I have a lot more experience in. Testing my project truly opened my eyes to how beautiful space really is… there is so much beauty out there and so much more that we have yet to find. The hardest project as a whole still remains the initial API setup, which after several hours I got working, but the feeling of success at the end is always worth it, and I have to say I am very proud of this new version. To run the project, you can either download the exe, or just follow the installation instructions in the read me. If you want to see the simple telescope animation, this only happens if you clone the repository and delete the json file, as the exe comes with the json preloaded. I also didn’t update the json file on purpose to showcase how it updates. If you run the project, you should see the image counter increase after around 30 seconds when the request comes back. All the other features are still here: Jump to date: find the image with the closest date to the one inputted Download: 3 options, medium, large or original. The originals are sometimes very big and might take some time to download Link takes you to the ESA/WEBB website for more information about the image That’s about all there is to it. For more info look at the first ship. Thanks for having read this btw, I appreciate you :D...
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1793606162.1364908
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1793692562.1364908
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6172
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ThePangel's Dev Blog! by @ThePangel | Stardanc ThePangel's Dev Blog! by @ThePangel | Stardance...
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ThePangel
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2
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9.0
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14
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T11:51:53Z", "hours": 2.0, "multiplier": 6.18, "payout": 14, "blessing": "neutral", "text": "I made my own blog site, which I wanted to make for a long time, simple project, used Hugo to write .md files that become articles. Now I just need to write articles!! Also I added github comments with giscus so we can talk abt the article. Added suggested changes by HC reviewer!", "repo": "https://github.com/ThePangel/thepangel.github.io", "demo": "https://thepangel.github.io/"}, {"ship_num": 2, "ts": "2026-06-03T22:50:22Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own blog site, which I wanted to make for a long time, simple project, used Hugo to write .md files that become articles. Now I just need to write articles!! Also I added github comments with giscus so we can talk abt the article", "repo": "https://github.com/ThePangel/thepangel.github.io", "demo": "https://thepangel.github.io/"}]...
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[{"post_id": 14547, "ts": "202 [{"post_id": 14547, "ts": "2026-06-23T18:16:25Z", "hours": 2.2317, "text": "I expanded the ReadMe as requested to add more info. I also decided to write a big ahh article on how I have self hosted my friends group’s 2-week minecraft phase"}, {"post_id": 1633, "ts": "2026-06-03T19:19:26Z", "hours": 0.4019, "text": "Finished! That marks my sprint for today and my new site!"}, {"post_id": 1605, "ts": "2026-06-03T18:51:44Z", "hours": 1.6969, "text": "Added giscus github comments to posts"}, {"post_id": 1540, "ts": "2026-06-03T16:54:41Z", "hours": 0.7622, "text": "Article page basically finished, now imma finish the header and some extra pages Bases on GNU NANO, kinda fun"}, {"post_id": 1505, "ts": "2026-06-03T16:00:32Z", "hours": 0.8069, "text": "Added this cool ahh effect Its the card, without fill just moving it some down to the left then some blur gonna work on the articles now"}, {"post_id": 1423, "ts": "2026-06-03T13:35:20Z", "hours": 1.0394, "text": "Improved the post selection card. A lot of trial an error to make it look right, still much to improve"}, {"post_id": 1393, "ts": "2026-06-03T12:28:47Z", "hours": 2.0875, "text": "Set up the main site; Learning to use Hugo Now I have to finish designing the whole site and articles style (they’re still the default) and that’s that."}]...
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Title: ThePangel's Dev Blog! by @ThePangel | S Title: ThePangel's Dev Blog! by @ThePangel | Stardance
Devlogs:
Set up the main site; Learning to use Hugo Now I have to finish designing the whole site and articles style (they’re still the default) and that’s that.
Improved the post selection card. A lot of trial an error to make it look right, still much to improve
Added this cool ahh effect Its the card, without fill just moving it some down to the left then some blur gonna work on the articles now
Article page basically finished, now imma finish the header and some extra pages Bases on GNU NANO, kinda fun
Added giscus github comments to posts
Finished! That marks my sprint for today and my new site!
I expanded the ReadMe as requested to add more info. I also decided to write a big ahh article on how I have self hosted my friends group’s 2-week minecraft phase
Ships:
I made my own blog site, which I wanted to make for a long time, simple project, used Hugo to write .md files that become articles. Now I just need to write articles!! Also I added github comments with giscus so we can talk abt the article
I made my own blog site, which I wanted to make for a long time, simple project, used Hugo to write .md files that become articles. Now I just need to write articles!! Also I added github comments with giscus so we can talk abt the article. Added suggested changes by HC reviewer!...
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1793606163.3189824
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1793692563.3189824
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23251
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Homepage for the Erstwählerforum 2026 by @jackatdj Homepage for the Erstwählerforum 2026 by @jackatdjl | Stardance...
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jackatdjl
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T22:14:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am proud of the Project, we got into our local paper Here are the many articles ;) https://www.tageblatt.de/Nachrichten/Erstwaehlerforum-zur-Kommunalwahl-in-Stade-Kritik-an-AfD-Teilnahme-746159.html https://www.tageblatt.de/Nachrichten/Erstwaehlerforum-im-Stadeum-So-sehen-Jugendliche-die-Kommunalpolitik-746162.html https://www.tageblatt.de/Nachrichten/Erstwaehlerforum-im-Stadeum-So-wollen-Parteien-Jugendliche-erreichen-746165.html https://www.tageblatt.de/Nachrichten/Hitlergruss-beim-Erstwaehlerforum-und-warum-ein-Drochterser-viral-ging-746970.html https://www.tageblatt.de/Nachrichten/Demokratie-muss-Extreme-aushalten-Stader-Schueler-organisieren-Forum-selbst-746177.html", "repo": "https://codeberg.org/erstwaehler/homepage", "demo": "https://not.ewf-stade.de/en/"}]...
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[{"post_id": 12786, "ts": "202 [{"post_id": 12786, "ts": "2026-06-20T22:10:36Z", "hours": 2.065, "text": "I am submitting this after. I forgot to post blog posts. I always had hackatime running in the background"}]...
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Title: Homepage for the Erstwählerforum 2026 by @j Title: Homepage for the Erstwählerforum 2026 by @jackatdjl | Stardance
Devlogs:
I am submitting this after. I forgot to post blog posts. I always had hackatime running in the background
Ships:
I am proud of the Project, we got into our local paper Here are the many articles ;) https://www.tageblatt.de/Nachrichten/Erstwaehlerforum-zur-Kommunalwahl-in-Stade-Kritik-an-AfD-Teilnahme-746159.html https://www.tageblatt.de/Nachrichten/Erstwaehlerforum-im-Stadeum-So-sehen-Jugendliche-die-Kommunalpolitik-746162.html https://www.tageblatt.de/Nachrichten/Erstwaehlerforum-im-Stadeum-So-wollen-Parteien-Jugendliche-erreichen-746165.html https://www.tageblatt.de/Nachrichten/Hitlergruss-beim-Erstwaehlerforum-und-warum-ein-Drochterser-viral-ging-746970.html https://www.tageblatt.de/Nachrichten/Demokratie-muss-Extreme-aushalten-Stader-Schueler-organisieren-Forum-selbst-746177.html...
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1793606164.5512924
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1793692564.5512924
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18894
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My very own WebOS by @Srinivas | Stardance
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Srinivas
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T18:42:11Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made EterniaOS, a browser-based desktop environment in the futuristic 2026 He-Man movie’s design. It has a dark neon glassmorphism UI, and Power of Grayskull startup overlay, and a perfectly functional window management program, created from scratch using only HTML, CSS, and JavaScript. Awesome Features: Fully functioning Settings App & Persistence: customize anything like themes (Grayskull Blue, Eternia Green, Sorcerer Purple, Magma Red), sound and screen and save it automatically using localStorage. Live World Time with Tasksbar integration and Draggable desktop widgets: a cool live world time that can be in tasksbar and a desktop widget. Interactvie Desktop & Dock: supports drag-and-drop icon resizing and rearranging of the dock’s items Functional Mini-Apps : includes : A Jukebox/music app, a System Monitor, a Scientific calculator, an Image gallery, an Arcade game, and Notepad, A tasks Manager and, a fully functional Terminal! Try the live demo: You can try it on your browser at https://5riniva5.github.io/EterniaOS/", "repo": "https://github.com/5riniva5/EterniaOS", "demo": "https://5riniva5.github.io/EterniaOS/"}]...
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[{"post_id": 40239, "ts": "202 [{"post_id": 40239, "ts": "2026-08-03T17:14:40Z", "hours": 1.56, "text": "Hi guys this is devlog # 3 of eternia OS. Added timezone-aware clock synchronization for taskbar and desktop widget Added desktop icon drag-and-drop reordering and dock organization Added persistent local Storage settings for theme, layout, and clock configuration Added a full Settings app for theme, clock, sound, and display preferences Overview EterniaOS is a browser-based desktop experience built with vanilla HTML, CSS, and JavaScript. It presents a polished futuristic OS shell inspired by a He-Man film aesthetic, with draggable windows, a dock, desktop launchers, and multiple mini-apps. The latest version includes a new Settings application, persistent visual preferences, interactive timezone-aware clock behavior, desktop icon reordering, and a live draggable clock widget. Included Mini-Apps & Features app.js / index.html: Core OS shell, window management, and desktop environment framework. calculator.js: Fully functional calculator utility application. clock.js: Timezone-aware clock sync and interactive desktop widget. gallery.js: Media and image gallery application. game.js: Interactive mini-game module. monitor.js: System performance and resource monitor. music.js: Built-in audio player and sound manager. notepad.js: Text editing utility for quick notes. tasks.js: Task manager and productivity tracker. terminal.js: Command-line interface simulator. theme.js / style.css: Futuristic He-Man film aesthetic styling with persistent theme support. Getting Started Clone or open the project repository in your preferred environment (e.g., GitHub Codespaces). Open index.html in a modern web browser or serve it using a local development server. Or Visit https://5riniva5.github.io/EterniaOS/ Interact with the desktop environment, launch mini-apps from the dock or desktop, and customize your preferences via the Settings app."}, {"post_id": 32427, "ts": "2026-07-21T16:35:32Z", "hours": 4.4672, "text": "⚡ EterniaOS Devlog: Milestone Update Core & Architecture: Structured modular application components (app.js alongside individual tools like calculator.js, notepad.js, terminal.js, and theme.js) with responsive workspace layouts and automated GitHub Pages deployments. Aesthetics & Themes: Implemented a dark neon glassmorphism aesthetic inspired by the 2026 He-Man film, complete with a real-time Theme Customizer (theme.js) for switching between Grayskull Blue, Eternia Green, Sorcerer Purple, and Magma Red accent matrices. Apps & Utilities: Built fully functional desktop modules including a Jukebox, Quest Log, Scientific Calculator, Notepad, Cyberpunk Arcade Snake, Image Gallery, System Monitor, and OP Terminal. Boot Polish: Added an immersive Power of Grayskull startup overlay with an animated Power Sword strike and a click-to-dismiss safety fallback to ensure smooth workspace loading."}, {"post_id": 21630, "ts": "2026-07-03T17:49:06Z", "hours": 0.4172, "text": "Welcome to the first post of EterniaOS! I am thrilled to finally introduce EterniaOS, a polished, web-based desktop experience inspired by the 2026 He-Man film. So far, I have been focusing on the core aesthetic and functionality, including my signature “Power of Grayskull” feature, which allows users to energize open windows with a mystic neon pulse. I am incredibly excited to continue building out the system’s interface, themes, and fun, He-Man-themed applications. Stay tuned for more updates!"}]...
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Title: My very own WebOS by @Srinivas | Stardance
Title: My very own WebOS by @Srinivas | Stardance
Devlogs:
Welcome to the first post of EterniaOS! I am thrilled to finally introduce EterniaOS, a polished, web-based desktop experience inspired by the 2026 He-Man film. So far, I have been focusing on the core aesthetic and functionality, including my signature “Power of Grayskull” feature, which allows users to energize open windows with a mystic neon pulse. I am incredibly excited to continue building out the system’s interface, themes, and fun, He-Man-themed applications. Stay tuned for more updates!
⚡ EterniaOS Devlog: Milestone Update Core & Architecture: Structured modular application components (app.js alongside individual tools like calculator.js, notepad.js, terminal.js, and theme.js) with responsive workspace layouts and automated GitHub Pages deployments. Aesthetics & Themes: Implemented a dark neon glassmorphism aesthetic inspired by the 2026 He-Man film, complete with a real-time Theme Customizer (theme.js) for switching between Grayskull Blue, Eternia Green, Sorcerer Purple, and Magma Red accent matrices. Apps & Utilities: Built fully functional desktop modules including a Jukebox, Quest Log, Scientific Calculator, Notepad, Cyberpunk Arcade Snake, Image Gallery, System Monitor, and OP Terminal. Boot Polish: Added an immersive Power of Grayskull startup overlay with an animated Power Sword strike and a click-to-dismiss safety fallback to ensure smooth workspace loading.
Hi guys this is devlog # 3 of eternia OS. Added timezone-aware clock synchronization for taskbar and desktop widget Added desktop icon drag-and-drop reordering and dock organization Added persistent local Storage settings for theme, layout, and clock configuration Added a full Settings app for theme, clock, sound, and display preferences Overview EterniaOS is a browser-based desktop experience built with vanilla HTML, CSS, and JavaScript. It presents a polished futuristic OS shell inspired by a He-Man film aesthetic, with draggable windows, a dock, desktop launchers, and multiple mini-apps. The latest version includes a new Settings application, persistent visual preferences, interactive timezone-aware clock behavior, desktop icon reordering, and a live draggable clock widget. Included Mini-Apps & Features app.js / index.html: Core OS shell, window management, and desktop environment framework. calculator.js: Fully functional calculator utility application. clock.js: Timezone-aware clock sync and interactive desktop widget. gallery.js: Media and image gallery application. game.js: Interactive mini-game module. monitor.js: System performance and resource monitor. music.js: Built-in audio player and sound manager. notepad.js: Text editing utility for quick notes. tasks.js: Task manager and productivity tracker. terminal.js: Command-line interface simulator. theme.js / style.css: Futuristic He-Man film aesthetic styling with persistent theme support. Getting Started Clone or open the project repository in your preferred environment (e.g., GitHub Codespaces). Open index.html in a modern web browser or serve it using a local development server. Or Visit https://5riniva5.github.io/EterniaOS/ Interact with the desktop environment, launch mini-apps from the dock or desktop, and customize your preferences via the Settings app.
Ships:
I made EterniaOS, a browser-based desktop environment in the futuristic 2026 He-Man movie’s design. It has a dark neon glassmorphism UI, and Power of Grayskull startup overlay, and a perfectly functional window management program, created from scratch using only HTML, CSS, and JavaScript. Awesome Features: Fully functioning Settings App & Persistence: customize anything like themes (Grayskull Blue, Eternia Green, Sorcerer Purple, Magma Red), sound and screen and save it automatically using localStorage. Live World Time with Tasksbar integration and Draggable desktop widgets: a cool live world time that can be in tasksbar and a desktop widget. Interactvie Desktop & Dock: supports drag-and-drop icon resizing and rearranging of the dock’s items Functional Mini-Apps : includes : A Jukebox/music app, a System Monitor, a Scientific calculator, an Image gallery, an Arcade game, and Notepad, A tasks Manager and, a fully functional Terminal! Try the live demo: You can try it on your browser at https://5riniva5.github.io/EterniaOS/...
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1793606165.7497387
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1793692565.7497387
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28132
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LED Matrix by @skyFonix | Stardance
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skyFonix
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1
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41.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T18:18:28Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My led matrix project is finally fully functional and working!", "repo": "https://github.com/FonixPython/LEDMatrix", "demo": "https://youtu.be/nKzDiW8ssP0"}]...
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[{"post_id": 39029, "ts": "202 [{"post_id": 39029, "ts": "2026-08-01T18:13:12Z", "hours": 5.8297, "text": "I made a demo video for my first ship! YouTube video I also compiled the controller software into both windows and linux executables."}, {"post_id": 37885, "ts": "2026-07-30T21:31:43Z", "hours": 3.9994, "text": "Finished with the basic functionality of the animation panel! It’s been a while since I posted a log video so here it is!: Log #2 Things left to do: Implement single frame loading from a json file Implement animation loading from a json file Implement some sort of error handling in case something goes wrong (currently it just crashes lol) Polish up the source code and remove imports that are never used"}, {"post_id": 37616, "ts": "2026-07-30T14:06:30Z", "hours": 13.5847, "text": "Currently working on the animation tab, Single frame, Pattern settings and Text tab is already finished, and working!"}, {"post_id": 20680, "ts": "2026-07-02T10:31:07Z", "hours": 12.2431, "text": "Arduino side of things done! I finished all the work connected to animations, patterns, and communication. Feature list: Single-frame mode: Full depth color fill, and ability to modify individual pixels in the matrix with full 8 bit/channel color Effect/Pattern mode: Multiple customizable patterns with onboard rendering Rainbow: Obviously a rainbow with and adjustable speed Checker: A rainbow pattern that is covered by a solid color on every other pixel, the color is a full depth color determined by the effectColor variable color that can be adjusted using Serial communication Scanner: It scans the pixel array row by row with the color of the effectColor variable, speed is also adjustable Pulse: A pulsing effect using the effectColor, adjustable speed Snake: A snake with a fading tail, adjustable speed. It’s main color is the effectColor Rainbow fill: Rainbow, but with the entire screen being the same color, affected by the global speed as all the others Animation mode: This mode took probably the most, time. The last like 4 hours of development was basically focused on optimizing and debugging of this feature. It stores and internal buffer of 20 maximum frames, every pixel of every frame stores an index that gets it’s color from a color palette that is user adjustable and stored in full depth color. The full depth color information is rendered to the matrix, during runtime. It’s speed is the same as the effect/pattern speed. Text rendering: Seemed complex at first, but after thinking about it a bit more it got done in a reasonable time. This section holds the only AI generated information from the entire file in the form of the font bitmap, since I didn’t want to spend a bunch of time drawing them myself. The character buffer itself can store 64 characters, but since there is a limitation to my model of arduino to a 64 byte serial buffer it can only display 62 characters. It also has two color modes one of which uses the effectColor, and the other one uses a similar way to the rainbow effect to render rainbow colored text. Hardware side of things: The project uses an arduino nano as the micro controller, and an addressable led strip containing WS2812 leds. I cut a long one of these led strips into 12, 7 led long ones and them inside of a CD case, which I sanded down for light diffusion(doesn’t do the best job tho). An important thing about the wiring is that the data pins are connected in a zig-zag pattern so if anyone maybe wants to use my code, they need to build the matrix the same way. The dimensions of the matrix can be changed, a small change in the code is all that is needed. Thoughts on my efficiency I know that this project must have been done like a million + 1 times already and it shouldn’t have taken this much time, but as it was the first time I touched an arduino or any kind of low level programming project really, it took a longer time than it should have. Next goal for this project My next goal is to write some kind of usable software to control the matrix from a computer. Probably going to use Python with PyQt6 as the UI framework for that. I expect it to take much less time, since I’ve worked with them before."}, {"post_id": 18746, "ts": "2026-06-29T22:45:29Z", "hours": 5.5147, "text": "LED Matrix project devlog #1: This is the first time I worked with an arduino and addressable LEDs so it took a lot of time just to get to this point, about 5 hours wasted lol. I also made a little video demoing it’s current functionality. I’ll work on built-in effects, error handling, better communication and an actual control software for it tomorrow! https://youtu.be/KfH43WNfC98"}]...
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Title: LED Matrix by @skyFonix | Stardance
Devlog Title: LED Matrix by @skyFonix | Stardance
Devlogs:
LED Matrix project devlog #1: This is the first time I worked with an arduino and addressable LEDs so it took a lot of time just to get to this point, about 5 hours wasted lol. I also made a little video demoing it’s current functionality. I’ll work on built-in effects, error handling, better communication and an actual control software for it tomorrow! https://youtu.be/KfH43WNfC98
Arduino side of things done! I finished all the work connected to animations, patterns, and communication. Feature list: Single-frame mode: Full depth color fill, and ability to modify individual pixels in the matrix with full 8 bit/channel color Effect/Pattern mode: Multiple customizable patterns with onboard rendering Rainbow: Obviously a rainbow with and adjustable speed Checker: A rainbow pattern that is covered by a solid color on every other pixel, the color is a full depth color determined by the effectColor variable color that can be adjusted using Serial communication Scanner: It scans the pixel array row by row with the color of the effectColor variable, speed is also adjustable Pulse: A pulsing effect using the effectColor, adjustable speed Snake: A snake with a fading tail, adjustable speed. It’s main color is the effectColor Rainbow fill: Rainbow, but with the entire screen being the same color, affected by the global speed as all the others Animation mode: This mode took probably the most, time. The last like 4 hours of development was basically focused on optimizing and debugging of this feature. It stores and internal buffer of 20 maximum frames, every pixel of every frame stores an index that gets it’s color from a color palette that is user adjustable and stored in full depth color. The full depth color information is rendered to the matrix, during runtime. It’s speed is the same as the effect/pattern speed. Text rendering: Seemed complex at first, but after thinking about it a bit more it got done in a reasonable time. This section holds the only AI generated information from the entire file in the form of the font bitmap, since I didn’t want to spend a bunch of time drawing them myself. The character buffer itself can store 64 characters, but since there is a limitation to my model of arduino to a 64 byte serial buffer it can only display 62 characters. It also has two color modes one of which uses the effectColor, and the other one uses a similar way to the rainbow effect to render rainbow colored text. Hardware side of things: The project uses an arduino nano as the micro controller, and an addressable led strip containing WS2812 leds. I cut a long one of these led strips into 12, 7 led long ones and them inside of a CD case, which I sanded down for light diffusion(doesn’t do the best job tho). An important thing about the wiring is that the data pins are connected in a zig-zag pattern so if anyone maybe wants to use my code, they need to build the matrix the same way. The dimensions of the matrix can be changed, a small change in the code is all that is needed. Thoughts on my efficiency I know that this project must have been done like a million + 1 times already and it shouldn’t have taken this much time, but as it was the first time I touched an arduino or any kind of low level programming project really, it took a longer time than it should have. Next goal for this project My next goal is to write some kind of usable software to control the matrix from a computer. Probably going to use Python with PyQt6 as the UI framework for that. I expect it to take much less time, since I’ve worked with them before.
Currently working on the animation tab, Single frame, Pattern settings and Text tab is already finished, and working!
Finished with the basic functionality of the animation panel! It’s been a while since I posted a log video so here it is!: Log #2 Things left to do: Implement single frame loading from a json file Implement animation loading from a json file Implement some sort of error handling in case something goes wrong (currently it just crashes lol) Polish up the source code and remove imports that are never used
I made a demo video for my first ship! YouTube video I also compiled the controller software into both windows and linux executables.
Ships:
My led matrix project is finally fully functional and working!...
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1793606166.9828775
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1793692566.9828775
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51253
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Aditya's Portfolio by @adityajain1225 | Starda Aditya's Portfolio by @adityajain1225 | Stardance...
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adityajain1225
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T11:43:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website I made it using TypeScript + HTML and bits and pieces of custom CSS :) This includes whatever I am passionate for and a wide list of the projects I do. Hope you will like it :)", "repo": "https://github.com/AdityaJainDXB/Aditya-portfolio", "demo": "https://aditya-portfolio-ten-eta.vercel.app"}]...
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[{"post_id": 50142, "ts": "202 [{"post_id": 50142, "ts": "2026-08-19T07:43:45Z", "hours": 1.0994, "text": "Completed the website using NodeJS style"}]...
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Title: Aditya's Portfolio by @adityajain1225 | Title: Aditya's Portfolio by @adityajain1225 | Stardance
Devlogs:
Completed the website using NodeJS style
Ships:
This is my personal website I made it using TypeScript + HTML and bits and pieces of custom CSS :) This includes whatever I am passionate for and a wide list of the projects I do. Hope you will like it :)...
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1793606168.1584344
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1793692568.1584344
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