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34985
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Hyper Slide by @MuhammadAayanMirza | Stardance
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MuhammadAayanMirza
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1
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46.0
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391
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T12:22:30Z", "hours": 46.0, "multiplier": 7.12, "payout": 391, "blessing": "neutral", "text": "This Is the first ever game I made, a simple sliding game where the player object is constantly moving forward, and has to avoid obstacles by moving left or right using the “A” and “D” keys. You can pause the game by pressing Spacebar. It has 3 levels; “Water Slide” which introduces you to the controls and feel of the game, then comes “Ice Slide” which acts as a filler level to lead you to the more challenging “Space Slide” level in which you there is an invisible floor so you have to stay close to the obstacles because that is where the floor exists but also not too close because colliding with the obstacles make the level restart. Have fun playing it!!", "repo": "https://github.com/MuhammadAayanMirza/Hyper-Slide/", "demo": "https://muhammadaayanmirza.itch.io/hyper-slide"}]...
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[{"post_id": 43716, "ts": "202 [{"post_id": 43716, "ts": "2026-08-09T03:58:00Z", "hours": 2.6356, "text": "I made the “Water Slide” and “Space Level” a bit longer and more enjoyable to play by adding more obstacles towards the end. The space level in my opinion is the best level for playing now because of the invisible floor and that you have to guess where to go. I also fixed a lot of bugs like for some reason when you started the space level, it would auto complete and take you to the end screen. Also now when you press “Select” in the character selection scene, it takes you to the main menu indicating that your character has been selecting. I’m quite happy with how the game turned out. Keep in mind this is my first game ever and there will be some bugs and things people might not like but I like to learn and I’m gonna keep going and making things better!"}, {"post_id": 43195, "ts": "2026-08-08T10:06:23Z", "hours": 2.5872, "text": "So, I know I said that I’m gonna make a UFO skin but I made a rocket skin instead…It is still pretty cool though, I think. Also importing this into unity and then making it a playable character was a nightmare!! the mesh collider was all weirded out then I added a box collider and added the rocket to the load characters script but for some reason it was spawning 10 metres behind the actual spawn location and the reason is because when I modelled it in fusion it was not modelled in the centre of the base plane so that was fiddling with all that. Also because the rocket ship is bigger than the cube and normal ship characters I had to adjust some of the obstacles aswell so the rocket could complete all of the levels. I also did a whole play through of the game because I thought the game was now finished and ready to publish but after playing it fully and testing every single thing, I have realised that the levels are too short and not fun enough to play so I’m gonna extend the map of the levels and make it more enjoyable to play not just a 2 minute game."}, {"post_id": 42618, "ts": "2026-08-07T13:10:34Z", "hours": 2.3889, "text": "Completed making the end screen for the game with a lot of iterations as I was not liking the earlier ones. Now I’m happy with this. Also made a very informative and useful Readme file on GitHub for the game which took some time. I corrected the obstacle placement for the space level aswell and now I’m looking forward to publishing this game on itch.io. The only thing I’m contemplating on is should I make a UFO Skin for the character or not."}, {"post_id": 41954, "ts": "2026-08-06T14:12:18Z", "hours": 2.3772, "text": "I completed the Space-level with the invisible ground and some ramps in the middle that are visible. The player has to stay close to the obstacles to guess where the path is but also be careful at the same time to not collide with the obstacles. I think it is a fun concept for the game. I think I’m gonna leave the game with only these three levels and if the response after the release of the game is good then I will make the game better and add even more levels with cooler mechanics!! for now I think I’m gonna start putting the finishing touches and make the end screen."}, {"post_id": 41368, "ts": "2026-08-05T15:17:01Z", "hours": 1.8667, "text": "Made a Skybox for the space level by using blender. I made it a starry sky using blender shader options and nodes. I also decided to make the ground invisible in the space level becuase it looked way better and it makes the player think more and makes the player to stay with the obstacles because they are where the ground is but also away from them because they are still obstacles, only the ramp in the middle of the path is visible. I don’t know if this is a good decision but I currently like the idea of an invisible floor so I’m sticking with it for now."}, {"post_id": 40834, "ts": "2026-08-04T16:45:42Z", "hours": 1.6717, "text": "I learned Blender “geometry nodes” they are really complex ad you have to use like a million math nodes to make a good asteroid model, which I did. I am extremely happy how it turned out. The space level finally feels more ‘spacey’. I also added a ramp to go over a pitfall in this level so the game doesn’t feel repititive or boring after the first two levels."}, {"post_id": 40076, "ts": "2026-08-03T13:32:47Z", "hours": 1.7331, "text": "Started working on Level 3. I’m making it space themed and I 3D modelled asteroids for the obstacles but I didn’t quite like how they turned out so I remodelled them thrice but something still feels off. I am using them here as place holders for something better. I also created a layout for the obstacles using them but I am still thinking how to make em better."}, {"post_id": 39390, "ts": "2026-08-02T10:30:39Z", "hours": 1.0333, "text": "Updated the Menu Screen’s background image to the water level as it seemed cooler and I have changed the level order. So, now the first level is the water level with an easy obstacle course which I also made in this session. Second level will be the snowy level I made previously. I tried to vary the sizes and positioning of the obstacles so that they don’t feel repititive. Onto the next level!!"}, {"post_id": 39295, "ts": "2026-08-02T05:29:12Z", "hours": 1.4133, "text": "Making the second level interesting by making the whole terrain water and and adding a pebble border on the side so you don’t escape the obstacle course. I used the capsule 3d object to make the pebbles and stones for the obstacles. Now I have to create a nice layout for the obstacles which is fun to play with."}, {"post_id": 39010, "ts": "2026-08-01T17:37:52Z", "hours": 0.6667, "text": "Learning Shaders to create a water ripple effect for the second level as it will be a Beach Themed level. When I made the shader it looked perfect in the shader window to me but when I attached it to the “Ground” object the Moroni shader effect streched and I didn’t know how to fix it, I searched up online and found out that I have to add nodes like position and swizzle and set swizzle to xz and connect that to the uv element of the voronoi and it worked!! Now I have cool looking moving water effect. yayyayaya!!"}, {"post_id": 38901, "ts": "2026-08-01T14:12:09Z", "hours": 0.6281, "text": "Just learned about particle systems and made these subtle snowish particles for the first level and also adjusted the obstacle layout. Now the level feels pretty complete so I think I’ll move on to the next level. (Also changed the pause key to Spacebar as it felt more natural to use)"}, {"post_id": 38801, "ts": "2026-08-01T11:18:07Z", "hours": 1.2722, "text": "Made the obstacles layout in the first level more interesting and slightly harder so it makes the player more engaged and have more fun playing. Also corrected the game manager script because sometimes when you collided with the last obstacle and flew a bit forwards you would also collide with the “finish line’ object and it would display a “level complete” canvas which is wrong as you have collided with the last obstacle so I changed the script and added an if statement for the finish line to check if player has collided with the obstacle or not."}, {"post_id": 38670, "ts": "2026-08-01T05:31:15Z", "hours": 2.3906, "text": "I made hilly Terrain for The First Level, corrected tree placement, added an Icy Texture to the Sliding Floor and made a Snow Mound 3D Model as The Obstacles For This Level. I found it quite hard to morph Terrain to my liking but in the end it worked out. The 3D model of the Snow Mounds wasn’t making a good Mesh Collider so I went back in Blender and added a solidify modifier to the model and then the mesh collider worked very well."}, {"post_id": 38194, "ts": "2026-07-31T14:02:35Z", "hours": 2.3772, "text": "I Made The Menu Screen Look Way Better And Corrected The Trees Placement In The Scene Of Level 1. I Really Like How it Turned Out!! I Even Downloaded Fonts For The Menu Screen, I Played Around With Lighting And Fog Settings Aswell To Get A Nice Scene!!"}, {"post_id": 38051, "ts": "2026-07-31T07:23:18Z", "hours": 0.9342, "text": "Still Working on The Terrain, Trying To Give The First Level A Snowy Vibe With Varying Height Of The Terrain And Adding The Trees. Still Not Happy With The Layout, I’m In The Experimentation Phase With This Right Now. What Else Could I Add?"}, {"post_id": 38033, "ts": "2026-07-31T05:55:38Z", "hours": 1.2469, "text": "I’m Working On Making The Terrain Better In The Game, I Don’t Use Blender A lot But It Seemed The Best Option For Visual 3d Models So, I Made A Tree!! Also Did Some Bug Fixes In Unity. Rate My Tree…"}, {"post_id": 37580, "ts": "2026-07-30T12:32:42Z", "hours": 0.8, "text": "Experimenting A lot With Skyboxes And Terrains, I’m Finding It Difficult To Make The Game Look Good!!"}, {"post_id": 37528, "ts": "2026-07-30T10:31:02Z", "hours": 1.9181, "text": "The Camera Following Finally Works!!! It Only Took 3 Tutorials, 2 Hours, Lots Of C# Script Changes And Some Juice :D Also The Ship Model Now Loads In With Its Correctly Rotated Position And The Distance Tracker At The Top Works Well Too Now!! The Character Selection Still Has a Weird bug That It Keeps Going Back To The Cube, Will Fix That And Then It Would Be Time For Aesthetics!!! (Making The Game Look A lot Better hehe.)"}, {"post_id": 37451, "ts": "2026-07-30T06:26:19Z", "hours": 3.0731, "text": "It Took Me Ages To Get The Character Selection To Work And To Write The Code For It. It Was Very Challenging!! But Now My Camera Is Broken As It Had A Fixed Object To Follow Before But Now It Has To Follow Newly Spawned Object. I Also Have To Make The Screen More Aesthetically Pleasing But Coding When You Don’t Know What You Are Doin Is Very Hard!!"}, {"post_id": 37148, "ts": "2026-07-29T17:17:38Z", "hours": 1.5983, "text": "Successfully Added A Pause Feature Using The “P” Key. Also There Was A Bug Regarding The Collison Of The Ship 3D Model With Obstacle Which Was Fixed In This Session And Now I Want To Change The Base Ground To Water So It Looks Cooler!! Hopefully That Will Look Good!"}, {"post_id": 36855, "ts": "2026-07-29T05:29:41Z", "hours": 0.7333, "text": "Imported The 3D Model Into Unity But Colours Were Not Showing So I Tried Different Mesh Files And “.Fbx” Worked For Me It Imported With Colours Thankfully. I Added All The Components Required For The Ship Model So It Can Be A Playable Skin, It Is Quite Fun!! Now I Have To Figure Out A Method On How To Change The Skins In Game"}, {"post_id": 36473, "ts": "2026-07-28T16:39:30Z", "hours": 0.8833, "text": "I Published The Game On Itch.io After Creating Its Build And Stuff. After Publishing I Am Now Working on The 3D Models For The Skins Of The Cube. First One I Made Right Now Is A Ship!! Do You Like It?"}, {"post_id": 35720, "ts": "2026-07-27T10:30:09Z", "hours": 2.3728, "text": "I Completed The Core Game, It Has 3 Levels, A Menu And End Screen, Cool Layouts For The Levels, And A Cool Distance Tracker At The Top. Now I’m Getting Ready To Publish It Online!!"}, {"post_id": 35118, "ts": "2026-07-26T10:54:24Z", "hours": 1.7664, "text": "Just Completed One Whole Level, If You Hit An Obstacle You Reset. Also Created A Cool Looking level Complete Screen With An Animation. I’m Having A Ton Of Fun Making This Game And Also Play Testing It. Took Me A Few Tries To Complete The First level. Gonna Hopefull Make New Levels Now And See How To Go From One Level To Another Using Code!!"}, {"post_id": 35077, "ts": "2026-07-26T08:22:23Z", "hours": 2.1989, "text": "Created A Short Level To Test The Speed Of The Player And Added Game Manager Which Currently Tells The Console When Game Is Over. Added Fog To The Environment So That It Gives A Polished Look To The Game, At The Top It Says How Much Distance You Have Travelled For Now But I Soon Wanna Replace It With No. Of Attempts Or No. Of Deaths."}, {"post_id": 35006, "ts": "2026-07-26T04:50:52Z", "hours": 0.7533, "text": "I Added The First Obstacle In The Game, Made The Player Body Stop When It Collides With The Obstacle Body, Made The Camera Follow The Player Body, Created A Tag For Obstacles To Reference In The Code Files, And Made A Material For The Obstacle."}, {"post_id": 34966, "ts": "2026-07-26T03:06:27Z", "hours": 0.9558, "text": "I Finally Figured Out How To Make The If Command Work In Unity To Get A Key, I’m Following A Brackeys Tutorial For This And He Was Writing Old Code Which Now In Default Unity Doesn’t Work You Have To Change The Active Input Handling Setting To “Both” Instead Of “Input System Package (New)”. That Took A While To Figure Out!! Now My A And D Keys Work As Left And Right Keys, Finally!!!"}, {"post_id": 34142, "ts": "2026-07-24T17:22:16Z", "hours": 0.6925, "text": "In This Session I Connected My Unity With VS Code, And I Tried To Display A Simple Message Which Did Not Work Sadly But After Trial And Error It Finally Did And Now I’m Adding Physics And Forces To The Cube!!"}, {"post_id": 33994, "ts": "2026-07-24T11:56:59Z", "hours": 0.7667, "text": "It Is My First Time Making A Game And Using Unity. I Am Following A Tutorial And As Of Now I have Learned How To Create A 3D Object Like This Cube, Learned How To Add Materials To The Objects And How To Change The Camera Angle, etc."}]...
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Title: Hyper Slide by @MuhammadAayanMirza | Starda Title: Hyper Slide by @MuhammadAayanMirza | Stardance
Devlogs:
It Is My First Time Making A Game And Using Unity. I Am Following A Tutorial And As Of Now I have Learned How To Create A 3D Object Like This Cube, Learned How To Add Materials To The Objects And How To Change The Camera Angle, etc.
In This Session I Connected My Unity With VS Code, And I Tried To Display A Simple Message Which Did Not Work Sadly But After Trial And Error It Finally Did And Now I’m Adding Physics And Forces To The Cube!!
I Finally Figured Out How To Make The If Command Work In Unity To Get A Key, I’m Following A Brackeys Tutorial For This And He Was Writing Old Code Which Now In Default Unity Doesn’t Work You Have To Change The Active Input Handling Setting To “Both” Instead Of “Input System Package (New)”. That Took A While To Figure Out!! Now My A And D Keys Work As Left And Right Keys, Finally!!!
I Added The First Obstacle In The Game, Made The Player Body Stop When It Collides With The Obstacle Body, Made The Camera Follow The Player Body, Created A Tag For Obstacles To Reference In The Code Files, And Made A Material For The Obstacle.
Created A Short Level To Test The Speed Of The Player And Added Game Manager Which Currently Tells The Console When Game Is Over. Added Fog To The Environment So That It Gives A Polished Look To The Game, At The Top It Says How Much Distance You Have Travelled For Now But I Soon Wanna Replace It With No. Of Attempts Or No. Of Deaths.
Just Completed One Whole Level, If You Hit An Obstacle You Reset. Also Created A Cool Looking level Complete Screen With An Animation. I’m Having A Ton Of Fun Making This Game And Also Play Testing It. Took Me A Few Tries To Complete The First level. Gonna Hopefull Make New Levels Now And See How To Go From One Level To Another Using Code!!
I Completed The Core Game, It Has 3 Levels, A Menu And End Screen, Cool Layouts For The Levels, And A Cool Distance Tracker At The Top. Now I’m Getting Ready To Publish It Online!!
I Published The Game On Itch.io After Creating Its Build And Stuff. After Publishing I Am Now Working on The 3D Models For The Skins Of The Cube. First One I Made Right Now Is A Ship!! Do You Like It?
Imported The 3D Model Into Unity But Colours Were Not Showing So I Tried Different Mesh Files And “.Fbx” Worked For Me It Imported With Colours Thankfully. I Added All The Components Required For The Ship Model So It Can Be A Playable Skin, It Is Quite Fun!! Now I Have To Figure Out A Method On How To Change The Skins In Game
Successfully Added A Pause Feature Using The “P” Key. Also There Was A Bug Regarding The Collison Of The Ship 3D Model With Obstacle Which Was Fixed In This Session And Now I Want To Change The Base Ground To Water So It Looks Cooler!! Hopefully That Will Look Good!
It Took Me Ages To Get The Character Selection To Work And To Write The Code For It. It Was Very Challenging!! But Now My Camera Is Broken As It Had A Fixed Object To Follow Before But Now It Has To Follow Newly Spawned Object. I Also Have To Make The Screen More Aesthetically Pleasing But Coding When You Don’t Know What You Are Doin Is Very Hard!!
The Camera Following Finally Works!!! It Only Took 3 Tutorials, 2 Hours, Lots Of C# Script Changes And Some Juice :D Also The Ship Model Now Loads In With Its Correctly Rotated Position And The Distance Tracker At The Top Works Well Too Now!! The Character Selection Still Has a Weird bug That It Keeps Going Back To The Cube, Will Fix That And Then It Would Be Time For Aesthetics!!! (Making The Game Look A lot Better hehe.)
Experimenting A lot With Skyboxes And Terrains, I’m Finding It Difficult To Make The Game Look Good!!
I’m Working On Making The Terrain Better In The Game, I Don’t Use Blender A lot But It Seemed The Best Option For Visual 3d Models So, I Made A Tree!! Also Did Some Bug Fixes In Unity. Rate My Tree…
Still Working on The Terrain, Trying To Give The First Level A Snowy Vibe With Varying Height Of The Terrain And Adding The Trees. Still Not Happy With The Layout, I’m In The Experimentation Phase With This Right Now. What Else Could I Add?
I Made The Menu Screen Look Way Better And Corrected The Trees Placement In The Scene Of Level 1. I Really Like How it Turned Out!! I Even Downloaded Fonts For The Menu Screen, I Played Around With Lighting And Fog Settings Aswell To Get A Nice Scene!!
I made hilly Terrain for The First Level, corrected tree placement, added an Icy Texture to the Sliding Floor and made a Snow Mound 3D Model as The Obstacles For This Level. I found it quite hard to morph Terrain to my liking but in the end it worked out. The 3D model of the Snow Mounds wasn’t making a good Mesh Collider so I went back in Blender and added a solidify modifier to the model and then the mesh collider worked very well.
Made the obstacles layout in the first level more interesting and slightly harder so it makes the player more engaged and have more fun playing. Also corrected the game manager script because sometimes when you collided with the last obstacle and flew a bit forwards you would also collide with the “finish line’ object and it would display a “level complete” canvas which is wrong as you have collided with the last obstacle so I changed the script and added an if statement for the finish line to check if player has collided with the obstacle or not.
Just learned about particle systems and made these subtle snowish particles for the first level and also adjusted the obstacle layout. Now the level feels pretty complete so I think I’ll move on to the next level. (Also changed the pause key to Spacebar as it felt more natural to use)
Learning Shaders to create a water ripple effect for the second level as it will be a Beach Themed level. When I made the shader it looked perfect in the shader window to me but when I attached it to the “Ground” object the Moroni shader effect streched and I didn’t know how to fix it, I searched up online and found out that I have to add nodes like position and swizzle and set swizzle to xz and connect that to the uv element of the voronoi and it worked!! Now I have cool looking moving water effect. yayyayaya!!
Making the second level interesting by making the whole terrain water and and adding a pebble border on the side so you don’t escape the obstacle course. I used the capsule 3d object to make the pebbles and stones for the obstacles. Now I have to create a nice layout for the obstacles which is fun to play with.
Updated the Menu Screen’s background image to the water level as it seemed cooler and I have changed the level order. So, now the first level is the water level with an easy obstacle course which I also made in this session. Second level will be the snowy level I made previously. I tried to vary the sizes and positioning of the obstacles so that they don’t feel repititive. Onto the next level!!
Started working on Level 3. I’m making it space themed and I 3D modelled asteroids for the obstacles but I didn’t quite like how they turned out so I remodelled them thrice but something still feels off. I am using them here as place holders for something better. I also created a layout for the obstacles using them but I am still thinking how to make em better.
I learned Blender “geometry nodes” they are really complex ad you have to use like a million math nodes to make a good asteroid model, which I did. I am extremely happy how it turned out. The space level finally feels more ‘spacey’. I also added a ramp to go over a pitfall in this level so the game doesn’t feel repititive or boring after the first two levels.
Made a Skybox for the space level by using blender. I made it a starry sky using blender shader options and nodes. I also decided to make the ground invisible in the space level becuase it looked way better and it makes the player think more and makes the player to stay with the obstacles because they are where the ground is but also away from them because they are still obstacles, only the ramp in the middle of the path is visible. I don’t know if this is a good decision but I currently like the idea of an invisible floor so I’m sticking with it for now.
I completed the Space-level with the invisible ground and some ramps in the middle that are visible. The player has to stay close to the obstacles to guess where the path is but also be careful at the same time to not collide with the obstacles. I think it is a fun concept for the game. I think I’m gonna leave the game with only these three levels and if the response after the release of the game is good then I will make the game better and add even more levels with cooler mechanics!! for now I think I’m gonna start putting the finishing touches and make the end screen.
Completed making the end screen for the game with a lot of iterations as I was not liking the earlier ones. Now I’m happy with this. Also made a very informative and useful Readme file on GitHub for the game which took some time. I corrected the obstacle placement for the space level aswell and now I’m looking forward to publishing this game on itch.io. The only thing I’m contemplating on is should I make a UFO Skin for the character or not.
So, I know I said that I’m gonna make a UFO skin but I made a rocket skin instead…It is still pretty cool though, I think. Also importing this into unity and then making it a playable character was a nightmare!! the mesh collider was all weirded out then I added a box collider and added the rocket to the load characters script but for some reason it was spawning 10 metres behind the actual spawn location and the reason is because when I modelled it in fusion it was not modelled in the centre of the base plane so that was fiddling with all that. Also because the rocket ship is bigger than the cube and normal ship characters I had to adjust some of the obstacles aswell so the rocket could complete all of the levels. I also did a whole play through of the game because I thought the game was now finished and ready to publish but after playing it fully and testing every single thing, I have realised that the levels are too short and not fun enough to play so I’m gonna extend the map of the levels and make it more enjoyable to play not just a 2 minute game.
I made the “Water Slide” and “Space Level” a bit longer and more enjoyable to play by adding more obstacles towards the end. The space level in my opinion is the best level for playing now because of the invisible floor and that you have to guess where to go. I also fixed a lot of bugs like for some reason when you started the space level, it would auto complete and take you to the end screen. Also now when you press “Select” in the character selection scene, it takes you to the main menu indicating that your character has been selecting. I’m quite happy with how the game turned out. Keep in mind this is my first game ever and there will be some bugs and things people might not like but I like to learn and I’m gonna keep going and making things better!
Ships:
This Is the first ever game I made, a simple sliding game where the player object is constantly moving forward, and has to avoid obstacles by moving left or right using the “A” and “D” keys. You can pause the game by pressing Spacebar. It has 3 levels; “Water Slide” which introduces you to the controls and feel of the game, then comes “Ice Slide” which acts as a filler level to lead you to the more challenging “Space Slide” level in which you there is an invisible floor so you have to stay close to the obstacles because that is where the floor exists but also not too close because colliding with the obstacles make the level restart. Have fun playing it!!...
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UrStudyBuddy by @kow4566 | Stardance
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kow4566
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2
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24.26
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427
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T06:51:22Z", "hours": 10.0, "multiplier": 18.49, "payout": 176, "blessing": "neutral", "text": "UrStudyBuddy - The Second Ship Im rlly proud to see i have made tis project and when through loads of fixes (even during my examss) and i hope ul try it and to yall whoever is trying tis project a huge thank youu. Now u can scroll down What is this project capable of? Dashboard – See your homework, study streaks, and study stats all in one place. AI Notes – Upload a PDF and use AI to turn it into useful study notes. AI Quiz Generator – Automatically generate quizzes based on your uploaded notes. Saved Notes – Save your generated notes and come back to them later. Email Notes – Send your notes directly to your email. Weekly Timetable – Plan and organise your schedule from Monday to Sunday. Download Timetable – Download your timetable to use outside the website. Homework Tracker – Add homework and keep track of what you need to finish. Pomodoro Timer – Use focus sessions to help you stay on task while studying. Study Room – A dedicated space made for focused studying. Lofi Music Player – Listen to background music while you study. Study Scenes – Change the atmosphere of your study room. Fidget Zone – Take a quick break from studying with some simple interactive activities. Dark Mode – Switch to a darker theme for studying at night. Accounts – Sign up and log in to keep your study stuff together. Study Streaks – Keep track of how consistently you’ve been studying. Study Stats – See your study progress over time. These are all that has happened for this ship and will soon try to make a v2 of UrStudyBuddy, and thats all, try the project to see the other features not listed here.", "repo": "https://github.com/koushikrajd2011-rgb/UrStudyBuddy", "demo": "https://urstudybuddy.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-10T13:25:27Z", "hours": 14.0, "multiplier": 17.82, "payout": 251, "blessing": "neutral", "text": "UrStudyBuddy Ship - The first version FINALLY it works, UrStudyBuddy has reached a good stage and is now gonna be prepared for a way better version by me soooon! I have added my pomodoro timer, the generating notes work - i used gemini for this one ( in the sense of api key ) and when uploading ur pdf, make sure it is typed text and not pictures or any unclear sources ur uploading. What it does Upload notes — upload a PDF, pick a style (bullet points, flashcards, Cornell notes, whatever fits how you study), and AI generates genuinely new notes plus a 5-question quiz from it. Homework list — add tasks, tick them off, see your progress right on the dashboard. Timetable — a full weekly grid, click any cell and just type into it. Stopwatch + Pomodoro timer — track a study session, or use the Work/Break Pomodoro cycle. Dashboard that actually shows something — today’s homework preview, your study streak, and how many hours people around the world have studied on the app. Dark mode , because obviously. Im pretty proud of spending loads of time on this project and im yet to make it wayyy better. Hope you like it, and thats all for this ship!", "repo": "https://github.com/koushikrajd2011-rgb/UrStudyBuddy", "demo": "https://urstudybuddy.vercel.app/"}]...
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[{"post_id": 69539, "ts": "202 [{"post_id": 69539, "ts": "2026-09-17T08:04:02Z", "hours": 0.2644, "text": "jst need to be edited again after sometime, cuz i mistakenly posted it"}, {"post_id": 69008, "ts": "2026-09-16T06:36:53Z", "hours": 0.8228, "text": "UrStudyBuddy Devlog 16 - Before the second shipp So this 16th devlog will be the last devlog before the second ship, or mostly my last ship before this project ends cuz i might get a lil busy. So i have finally added the best part of the urstudybuddy and infact the most useful resource out of the rest in the project - The Study Room . It was rlly a great thing ive made along with the help of ai for some parts like the background and bugs to fix. Ive also added a new color picker for your background. I felt like brown shldnt be the main one, so il leave the choice to u to choose what colour background u rlly like. Explore my project to try my other colourss too!! 🎨 So what is new this update New color picker for your background Study room In the study room u can choose background, 4 lofis and focus with the pomodoro timer And yep pretty short but this is all for this devlogg and ima shipp the very next second i upload all the 4 lofis into my folder"}, {"post_id": 68053, "ts": "2026-09-14T13:08:29Z", "hours": 4.4186, "text": "UrStudyBuddy Devlog 15 - The neww zoneeeee! !! 4 hrs and 25 min is a bit too long so lets say it was 3 hrs and 45 min mostly spent after the 14th devlog. I have worked on something quite impressive but wierd to think of what its doing in such a project. what i have made , ive used AI - claude to make a rlly interesting thing Its called the fidget zone. The fidget zone is not something i really thought of at first because its a study site. But i realised maybe why not add it, some might have fun with it and so i have got it in my project. Try it out hereeee:- https://urstudybuddy.vercel.app/ For this fidget zone i used AI to get over with some bugs and sounds which worked quite well and its w!! I have also improved other things like the:- Auto save feature, create an account using ur email or username, get yourself logged in and work with anything like notes. If you leave, it gets saved and u can come back anytime for it in ur digital folder. I am still working on it for the timetable because it quite difficult to get over with it. And check out my project and try out anything u like, im also taking in comments and ratings from slack so i can improve it to make it ideal for all So see yall for the next devloggg!!"}, {"post_id": 64150, "ts": "2026-09-08T11:05:53Z", "hours": 1.5575, "text": "UrStudyBuddy Devlog 14 - Sign in and Login page first lookss!! !! The project has finally got its sign up/ log in page. It took quite sometime and finally got the hold of it. Along with the sign up page i have added a lil cloud above the page where it reacts to whatever you type or do. Move your cursor around and see its eyes moving . And it goes red when you type a wrong password or the email is wrong. Signing up lets you save your tasks and notes incase you missed them (im still working on tis part). I have commited to github quite a lot this devlog. I have also come across many bugs especially with the database, a huge story that ruined the sign up page, but now its fine. So what was the bug about ❓ Im writing this because i believe it could be common problem for many people (and i hope it solves yours if you have a similar problem too- When creating a login and signup page, there should be a database created in your source of deployement, i use vercel. There was a major problem with creating accounts when trying the project out. The database (Upstash Redis) was connected to the project, but only for the “live” version — not for testing on my own laptop. So locally, my code was trying to communicate to a database it couldn’t actually find. Tis problem was found by checking vercel dev on my vs code terminal and it couldnt find database connections. So what did i do? - copied the actual API token and url values straight from Vercel’s Environment Variables page and pasted them into local .env. I have also committed this to github - Commit d53f1a0 (it can make it much easier) There might be still some problems so this feature wont be working right now (some will tho). So feel free to comment if you come across any bugs when tryin out tis project . And thats all for today, the next devlog i will surely bring in - Login page working Study room Better AI Model for making notes And more fun ideas So thats all, see you next devlogg"}, {"post_id": 60206, "ts": "2026-09-02T13:08:20Z", "hours": 2.1994, "text": "UrStudyBuddy Devlog 13 - Login page and more This devlog is about 2 hours but i have come back to this project after a very long timee. So i have decided to come back with some really good news - Login page has come into production and will soon begin the next devlog!!! I have acknowledged some reviews after proposing this project on slack and i have decided to fix the minor bugs and add some stuff. The project seems to be a lil boring with same color so the background so i will make the background customizable and changable (but the current theme will be set default unless you change it) What i have done so far I have started working on the login page (some buttons wont work for now) Created two new js files under API file for login page so the accounts are stored in the database Planned on the study room (its gonna look really great) So check out my github for the code source and feel free to add any idea or bugs u find in the comments. And thats all for todayy"}, {"post_id": 45053, "ts": "2026-08-11T09:34:31Z", "hours": 0.5439, "text": "UrStudyBuddy Devlog 12 - Color theme update and dashboard stuff!! Nothing much this update, but after long 14-15 hrs i have finally changed the theme of the project, its brown and its awesomeee to me!! As you can see the below screenshot, its the dark mode and i feel its great, I have also edited the buttons to have a 3D effect cuz i like these type of buttons and i have used it in other projects of mine aswll. I also have created a ripple effect on the dashboard page which u can try out, its jst rough for now and doesnt seem good but by next 2-3 devlogs it will evolve So whats next ? Background/theme switching Login streaks tied to real accounts Real account login, multi-device Real transactional email (To send AI Notes) And that’s all for this devlog!!"}, {"post_id": 44574, "ts": "2026-08-10T12:55:47Z", "hours": 0.7917, "text": "UrStudyBuddy Devlog 11 - Now runs on vercel Now it can finally run on vercel, and right now the project is quite ready to use but not all features yet but this devlog will be the last one before the 1st ship of this project and im proud of it. And i got the gemini workin on my project’s AI notes section, but there is a problem and i will fix it within the next ship. I got some help from claude and have commited to github too. Every 10 min you will get a motivational quote and i think it was fun getting the ideas too! Nothing much this devlog, i have around 29 github commits now (i dunno if its great or not, tried my best). And this time i added a new focus timer pomodoro - as said in the previous devlogs. I am also working with the UI and the fonts to make it way better. And thats all for this devlog, and will soon ship it tommorow!!!🚢 !! ig i shipped it early"}, {"post_id": 44459, "ts": "2026-08-10T06:50:07Z", "hours": 1.4786, "text": "UrStudyBuddy Devlog 10 - File debugging and AI notes For this devlog, i havent spent much time coding, tbh i spent debugging on git push errors again, and had some duplicated files which later was solved . I dont have things to talk about much this devlog but i have found some good lofi music which seems to be pretty good and more, im gonna put it in the virtual study room (which im planning to make it pixelated and its kinda short but so cool). This idea is just a rough concept but if i do have the time i can lock in and make it look insane, but il try my best to make a rlly good virtual study room. As you can see in the picture, it took loads of time for figuring out the duped files and now its clean and tidy. This is the current Upload your notes sector of the project. In this part, u can choose you u would like your notes to be, here is the code : - <select id=\"noteStyle\"> <option value=\"bullet\">Bullet points</option> <option value=\"paragraph\">Flowing paragraphs</option> <option value=\"flashcard\">Flashcard style</option> <option value=\"cornell\">Cornell notes (Cue+Summary)</option> </select> <select id=\"detailLevel\"> <option value=\"concise\">Concise summary</option> <option value=\"detailed\">Detailed explanation</option> <option value=\"eli5\">Explain like I'm new to this.</option> </select> <select id=\"tone\"> <option value=\"simple\">Simple, Everyday Language</option> <option value=\"exam\">Exam focused, Academic tone</option> </select> These r the features that lets u customize how u want ur notes and u can send these notes to any gmail or email soon! And yep thats all for this devlog, will come back for more!!!"}, {"post_id": 43864, "ts": "2026-08-09T09:43:33Z", "hours": 1.5417, "text": "UrStudyBuddy Devlog 9 - CSS/JS reworks and new features This time i have got some really great ideas to make this project look really attractive and cool, so i have taken some time to research rlly good fonts for a website and i have gotten it here as seen in the screenshot. I have used ‘AI for some bit of js’ to help me with the study streak cuz it was confusing, came over minor bugs and have commited to github quite a lot tis time ( i had an issue with this aswll (took me 10-15 min to push a commit). I have decided to use the theme of the project color to orange & brown, its a rlly good combination and hope to use it pretty well. I also have come up with some lofi music yt links so it can be changed in a section which will be added soon!! (feel free to send ur fav lofi music in the comment section if you want to). I have also changed some of the fonts to cursive as you can see and it has alrdy become on of my favourite parts of this project journey so far and i cant wait to use it more ! I have added features like the tasks preview, study streak (functional right now) and the number of hours everyone has spent in this website, will work on minutes being shown in this part aswell. I will soon be comin up with more stuff like - background changable virtual study room study methods like pomodoro timer etc And yep, thats all within tis update for now, now ima make it better and better !!!"}, {"post_id": 41922, "ts": "2026-08-06T13:24:41Z", "hours": 1.0703, "text": "UrStudyBuddy Devlog 8 - Darkmode toggle and dock update and new stuff!! So for this update i have gotten the dark mode working, quite a miracle after spending sometime fighting bugs. The dark mode had issues until i recoded and finally it works. Check the below screenshot - its the dark mode for now. I really cant decide which color i shuld set for the website. I have worked on the dock as well as you can see in the screenshot below. I will soon update the dock styling and add extra buttons to it. I am planning to add extra stuff to the project to make it really awesome : - Login Streak Login feature (excluding sign in using google for now) Preview of what you have done so far Motivational quotes every 10 min Lofi music for studying Im planning more stuff to be added to this project. So stay tunned for more! Thats all for tdy"}, {"post_id": 39487, "ts": "2026-08-02T13:51:33Z", "hours": 2.3522, "text": "UrStudyBuddy Devlog 7 - CSS rework & debugging It took loads of time in debugging, havent checked the output yet, and didnt code much but i did commit some commits in github this time. To be honest, within 2 hours i spent like an hour in css and the rest in debugging cuz i culdnt link java and css within the html as usual due to some bugs and kept switching browsers, and had an event recently so culdnt work much or wuldve gotten like 4-5 hrs this devlog. So pretty much what ive worked on this project is that i reworked my full css code cuz there were load of ideas in my mind and making some UI for the buttons to make it look cool for the website. Nothing much other than debugging for mins. Thats all for this devlog."}, {"post_id": 35042, "ts": "2026-07-26T06:18:25Z", "hours": 1.2261, "text": "UrStudyBuddy Devlog 6 - New settings, upper dock & digital clock This past hour i have worked on many ideas, i had to research a lot about downloading and stuff in js (i havent started and its gonna be lots of work inlcuding the ai generated notes). I have created a new setting and an upper dock in this project. It lets you use dark mode. Im gonna be setting the full project theme in purple for now and then change many things, the color theme isnt finalised yet and im deciding to make it light brown themed. I havent come across any bugs right now, the project is being functional and working well! For the above bar (dock) i have made buttons which are not functional yet but im going to add many things which will be useful. I have also made a digital clock for the website. 3-5 commits from the past 1 hr and 13 mins. Thats all for tdy!"}, {"post_id": 30624, "ts": "2026-07-18T10:46:35Z", "hours": 1.1258, "text": "UrStudyBuddy Devlog 5 - Combined HTML files & new features I have taken about 1 hour to update my main.js because there were new changes i want to make to my file. So first of all, it started with 4-5 html files each with different features and now i have combined them and commited to github repo. I have made about 2-3 github commits today. Now this project can store your name and save it in your browser and works everytime u comeback to login, and i have changed some behaviours of some buttons in this project. The picture below is the newly updated html file, its basically all 4 html files into one and it really didnt take that much time, even tho there were some bugs but easy to fix. In css, i learnt things like animation, i also learnt some parts of it from previous hours of working. Here is the code that is included in my project files - @keyframes slideUp { from { transform : translateY ( 20px ); opacity : 0 ; } to { transform : translateY ( 0 ); opacity : 1 ; } } Finally, i have decided to come up with fun features and dont wanna make this project rlly boring. Thats all i have done within 1 hour."}, {"post_id": 26998, "ts": "2026-07-12T03:57:07Z", "hours": 1.4486, "text": "UrStudyBuddy Devlog 4 - File arrangement & name input I had loads on problem about the files arrangement . They were duplicated and had errors and github commits were not kinda workin…so it took a long time to fix that aswll. So now github wont be updated with the current files and will soon make new commits. This pic below is the name input section where u gonna basically put ur name any way u like to and will be used throughout ur session. If web page is closed and reopened it wont most likely to safe ur name and i will be working on it towards the end of the update."}, {"post_id": 26954, "ts": "2026-07-12T01:27:11Z", "hours": 1.1394, "text": "UrStudyBuddy Devlog 3 - Homework HTML & stopwatch feature In this devlog i have worked a lot in javascript and started working on the html and a bit of css. There were loads of bugs with the main.js file and it took me like 10 to 15 minutes to get over it. I also made several github commits on the page. I have made the homework html and worked on the stopwatch feature (which shows time u have taken doing a hw) which was kinda complicated but easy to deal it. So within the next devlog i will try to somewhat make the timetable page better with features u can use. Later on the timetable will have the best features to customize it however you want and will make the download button after some time."}, {"post_id": 26309, "ts": "2026-07-11T01:12:03Z", "hours": 1.3217, "text": "UrStudyBuddy Devlog 2 - More HTML & dashboard updates So for about an hour and 15 min, i have added more html for different tasks in UrStudyBuddy so i dont put everything in the same html, and is quite easier for me aswll. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard."}, {"post_id": 25645, "ts": "2026-07-10T01:47:07Z", "hours": 0.5656, "text": "UrStudyBuddy Devlog 1 - Whats tis about? This is UrStudyBuddy. I made this project cuz i thought it would be useful for some people or more. So i have decided to add some features which will help. Here u can make ur own timetable, add ur homework and list it all, and more ideas to be added. So for now, i have made the starting screen and i am planning to completly run this project on vercel. I used npm create vite@latest and added the required files as shown on the image like the assets and all and this is what i have done so far. I am yet to make a good UI which will take loads of time and adding some things which im yet to learn about."}]...
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Title: UrStudyBuddy by @kow4566 | Stardance
Devlo Title: UrStudyBuddy by @kow4566 | Stardance
Devlogs:
UrStudyBuddy Devlog 1 - Whats tis about? This is UrStudyBuddy. I made this project cuz i thought it would be useful for some people or more. So i have decided to add some features which will help. Here u can make ur own timetable, add ur homework and list it all, and more ideas to be added. So for now, i have made the starting screen and i am planning to completly run this project on vercel. I used npm create vite@latest and added the required files as shown on the image like the assets and all and this is what i have done so far. I am yet to make a good UI which will take loads of time and adding some things which im yet to learn about.
UrStudyBuddy Devlog 2 - More HTML & dashboard updates So for about an hour and 15 min, i have added more html for different tasks in UrStudyBuddy so i dont put everything in the same html, and is quite easier for me aswll. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard.
UrStudyBuddy Devlog 3 - Homework HTML & stopwatch feature In this devlog i have worked a lot in javascript and started working on the html and a bit of css. There were loads of bugs with the main.js file and it took me like 10 to 15 minutes to get over it. I also made several github commits on the page. I have made the homework html and worked on the stopwatch feature (which shows time u have taken doing a hw) which was kinda complicated but easy to deal it. So within the next devlog i will try to somewhat make the timetable page better with features u can use. Later on the timetable will have the best features to customize it however you want and will make the download button after some time.
UrStudyBuddy Devlog 4 - File arrangement & name input I had loads on problem about the files arrangement . They were duplicated and had errors and github commits were not kinda workin…so it took a long time to fix that aswll. So now github wont be updated with the current files and will soon make new commits. This pic below is the name input section where u gonna basically put ur name any way u like to and will be used throughout ur session. If web page is closed and reopened it wont most likely to safe ur name and i will be working on it towards the end of the update.
UrStudyBuddy Devlog 5 - Combined HTML files & new features I have taken about 1 hour to update my main.js because there were new changes i want to make to my file. So first of all, it started with 4-5 html files each with different features and now i have combined them and commited to github repo. I have made about 2-3 github commits today. Now this project can store your name and save it in your browser and works everytime u comeback to login, and i have changed some behaviours of some buttons in this project. The picture below is the newly updated html file, its basically all 4 html files into one and it really didnt take that much time, even tho there were some bugs but easy to fix. In css, i learnt things like animation, i also learnt some parts of it from previous hours of working. Here is the code that is included in my project files - @keyframes slideUp { from { transform : translateY ( 20px ); opacity : 0 ; } to { transform : translateY ( 0 ); opacity : 1 ; } } Finally, i have decided to come up with fun features and dont wanna make this project rlly boring. Thats all i have done within 1 hour.
UrStudyBuddy Devlog 6 - New settings, upper dock & digital clock This past hour i have worked on many ideas, i had to research a lot about downloading and stuff in js (i havent started and its gonna be lots of work inlcuding the ai generated notes). I have created a new setting and an upper dock in this project. It lets you use dark mode. Im gonna be setting the full project theme in purple for now and then change many things, the color theme isnt finalised yet and im deciding to make it light brown themed. I havent come across any bugs right now, the project is being functional and working well! For the above bar (dock) i have made buttons which are not functional yet but im going to add many things which will be useful. I have also made a digital clock for the website. 3-5 commits from the past 1 hr and 13 mins. Thats all for tdy!
UrStudyBuddy Devlog 7 - CSS rework & debugging It took loads of time in debugging, havent checked the output yet, and didnt code much but i did commit some commits in github this time. To be honest, within 2 hours i spent like an hour in css and the rest in debugging cuz i culdnt link java and css within the html as usual due to some bugs and kept switching browsers, and had an event recently so culdnt work much or wuldve gotten like 4-5 hrs this devlog. So pretty much what ive worked on this project is that i reworked my full css code cuz there were load of ideas in my mind and making some UI for the buttons to make it look cool for the website. Nothing much other than debugging for mins. Thats all for this devlog.
UrStudyBuddy Devlog 8 - Darkmode toggle and dock update and new stuff!! So for this update i have gotten the dark mode working, quite a miracle after spending sometime fighting bugs. The dark mode had issues until i recoded and finally it works. Check the below screenshot - its the dark mode for now. I really cant decide which color i shuld set for the website. I have worked on the dock as well as you can see in the screenshot below. I will soon update the dock styling and add extra buttons to it. I am planning to add extra stuff to the project to make it really awesome : - Login Streak Login feature (excluding sign in using google for now) Preview of what you have done so far Motivational quotes every 10 min Lofi music for studying Im planning more stuff to be added to this project. So stay tunned for more! Thats all for tdy
UrStudyBuddy Devlog 9 - CSS/JS reworks and new features This time i have got some really great ideas to make this project look really attractive and cool, so i have taken some time to research rlly good fonts for a website and i have gotten it here as seen in the screenshot. I have used ‘AI for some bit of js’ to help me with the study streak cuz it was confusing, came over minor bugs and have commited to github quite a lot tis time ( i had an issue with this aswll (took me 10-15 min to push a commit). I have decided to use the theme of the project color to orange & brown, its a rlly good combination and hope to use it pretty well. I also have come up with some lofi music yt links so it can be changed in a section which will be added soon!! (feel free to send ur fav lofi music in the comment section if you want to). I have also changed some of the fonts to cursive as you can see and it has alrdy become on of my favourite parts of this project journey so far and i cant wait to use it more ! I have added features like the tasks preview, study streak (functional right now) and the number of hours everyone has spent in this website, will work on minutes being shown in this part aswell. I will soon be comin up with more stuff like - background changable virtual study room study methods like pomodoro timer etc And yep, thats all within tis update for now, now ima make it better and better !!!
UrStudyBuddy Devlog 10 - File debugging and AI notes For this devlog, i havent spent much time coding, tbh i spent debugging on git push errors again, and had some duplicated files which later was solved . I dont have things to talk about much this devlog but i have found some good lofi music which seems to be pretty good and more, im gonna put it in the virtual study room (which im planning to make it pixelated and its kinda short but so cool). This idea is just a rough concept but if i do have the time i can lock in and make it look insane, but il try my best to make a rlly good virtual study room. As you can see in the picture, it took loads of time for figuring out the duped files and now its clean and tidy. This is the current Upload your notes sector of the project. In this part, u can choose you u would like your notes to be, here is the code : - <select id="noteStyle"> <option value="bullet">Bullet points</option> <option value="paragraph">Flowing paragraphs</option> <option value="flashcard">Flashcard style</option> <option value="cornell">Cornell notes (Cue+Summary)</option> </select> <select id="detailLevel"> <option value="concise">Concise summary</option> <option value="detailed">Detailed explanation</option> <option value="eli5">Explain like I'm new to this.</option> </select> <select id="tone"> <option value="simple">Simple, Everyday Language</option> <option value="exam">Exam focused, Academic tone</option> </select> These r the features that lets u customize how u want ur notes and u can send these notes to any gmail or email soon! And yep thats all for this devlog, will come back for more!!!
UrStudyBuddy Devlog 11 - Now runs on vercel Now it can finally run on vercel, and right now the project is quite ready to use but not all features yet but this devlog will be the last one before the 1st ship of this project and im proud of it. And i got the gemini workin on my project’s AI notes section, but there is a problem and i will fix it within the next ship. I got some help from claude and have commited to github too. Every 10 min you will get a motivational quote and i think it was fun getting the ideas too! Nothing much this devlog, i have around 29 github commits now (i dunno if its great or not, tried my best). And this time i added a new focus timer pomodoro - as said in the previous devlogs. I am also working with the UI and the fonts to make it way better. And thats all for this devlog, and will soon ship it tommorow!!!🚢 !! ig i shipped it early
UrStudyBuddy Devlog 12 - Color theme update and dashboard stuff!! Nothing much this update, but after long 14-15 hrs i have finally changed the theme of the project, its brown and its awesomeee to me!! As you can see the below screenshot, its the dark mode and i feel its great, I have also edited the buttons to have a 3D effect cuz i like these type of buttons and i have used it in other projects of mine aswll. I also have created a ripple effect on the dashboard page which u can try out, its jst rough for now and doesnt seem good but by next 2-3 devlogs it will evolve So whats next ? Background/theme switching Login streaks tied to real accounts Real account login, multi-device Real transactional email (To send AI Notes) And that’s all for this devlog!!
UrStudyBuddy Devlog 13 - Login page and more This devlog is about 2 hours but i have come back to this project after a very long timee. So i have decided to come back with some really good news - Login page has come into production and will soon begin the next devlog!!! I have acknowledged some reviews after proposing this project on slack and i have decided to fix the minor bugs and add some stuff. The project seems to be a lil boring with same color so the background so i will make the background customizable and changable (but the current theme will be set default unless you change it) What i have done so far I have started working on the login page (some buttons wont work for now) Created two new js files under API file for login page so the accounts are stored in the database Planned on the study room (its gonna look really great) So check out my github for the code source and feel free to add any idea or bugs u find in the comments. And thats all for todayy
UrStudyBuddy Devlog 14 - Sign in and Login page first lookss!! !! The project has finally got its sign up/ log in page. It took quite sometime and finally got the hold of it. Along with the sign up page i have added a lil cloud above the page where it reacts to whatever you type or do. Move your cursor around and see its eyes moving . And it goes red when you type a wrong password or the email is wrong. Signing up lets you save your tasks and notes incase you missed them (im still working on tis part). I have commited to github quite a lot this devlog. I have also come across many bugs especially with the database, a huge story that ruined the sign up page, but now its fine. So what was the bug about ❓ Im writing this because i believe it could be common problem for many people (and i hope it solves yours if you have a similar problem too- When creating a login and signup page, there should be a database created in your source of deployement, i use vercel. There was a major problem with creating accounts when trying the project out. The database (Upstash Redis) was connected to the project, but only for the “live” version — not for testing on my own laptop. So locally, my code was trying to communicate to a database it couldn’t actually find. Tis problem was found by checking vercel dev on my vs code terminal and it couldnt find database connections. So what did i do? - copied the actual API token and url values straight from Vercel’s Environment Variables page and pasted them into local .env. I have also committed this to github - Commit d53f1a0 (it can make it much easier) There might be still some problems so this feature wont be working right now (some will tho). So feel free to comment if you come across any bugs when tryin out tis project . And thats all for today, the next devlog i will surely bring in - Login page working Study room Better AI Model for making notes And more fun ideas So thats all, see you next devlogg
UrStudyBuddy Devlog 15 - The neww zoneeeee! !! 4 hrs and 25 min is a bit too long so lets say it was 3 hrs and 45 min mostly spent after the 14th devlog. I have worked on something quite impressive but wierd to think of what its doing in such a project. what i have made , ive used AI - claude to make a rlly interesting thing Its called the fidget zone. The fidget zone is not something i really thought of at first because its a study site. But i realised maybe why not add it, some might have fun with it and so i have got it in my project. Try it out hereeee:- https://urstudybuddy.vercel.app/ For this fidget zone i used AI to get over with some bugs and sounds which worked quite well and its w!! I have also improved other things like the:- Auto save feature, create an account using ur email or username, get yourself logged in and work with anything like notes. If you leave, it gets saved and u can come back anytime for it in ur digital folder. I am still working on it for the timetable because it quite difficult to get over with it. And check out my project and try out anything u like, im also taking in comments and ratings from slack so i can improve it to make it ideal for all So see yall for the next devloggg!!
UrStudyBuddy Devlog 16 - Before the second shipp So this 16th devlog will be the last devlog before the second ship, or mostly my last ship before this project ends cuz i might get a lil busy. So i have finally added the best part of the urstudybuddy and infact the most useful resource out of the rest in the project - The Study Room . It was rlly a great thing ive made along with the help of ai for some parts like the background and bugs to fix. Ive also added a new color picker for your background. I felt like brown shldnt be the main one, so il leave the choice to u to choose what colour background u rlly like. Explore my project to try my other colourss too!! 🎨 So what is new this update New color picker for your background Study room In the study room u can choose background, 4 lofis and focus with the pomodoro timer And yep pretty short but this is all for this devlogg and ima shipp the very next second i upload all the 4 lofis into my folder
jst need to be edited again after sometime, cuz i mistakenly posted it
Ships:
UrStudyBuddy Ship - The first version FINALLY it works, UrStudyBuddy has reached a good stage and is now gonna be prepared for a way better version by me soooon! I have added my pomodoro timer, the generating notes work - i used gemini for this one ( in the sense of api key ) and when uploading ur pdf, make sure it is typed text and not pictures or any unclear sources ur uploading. What it does Upload notes — upload a PDF, pick a style (bullet points, flashcards, Cornell notes, whatever fits how you study), and AI generates genuinely new notes plus a 5-question quiz from it. Homework list — add tasks, tick them off, see your progress right on the dashboard. Timetable — a full weekly grid, click any cell and just type into it. Stopwatch + Pomodoro timer — track a study session, or use the Work/Break Pomodoro cycle. Dashboard that actually shows something — today’s homework preview, your study streak, and how many hours people around the world have studied on the app. Dark mode , because obviously. Im pretty proud of spending loads of time on this project and im yet to make it wayyy better. Hope you like it, and thats all for this ship!
UrStudyBuddy - The Second Ship Im rlly proud to see i have made tis project and when through loads of fixes (even during my examss) and i hope ul try it and to yall whoever is trying tis project a huge thank youu. Now u can scroll down What is this project capable of? Dashboard – See your homework, study streaks, and study stats all in one place. AI Notes – Upload a PDF and use AI to turn it into useful study notes. AI Quiz Generator – Automatically generate quizzes based on your uploaded notes. Saved Notes – Save your generated notes and come back to them later. Email Notes – Send your notes directly to your email. Weekly Timetable – Plan and organise your schedule from Monday to Sunday. Download Timetable – Download your timetable to use outside the website. Homework Tracker – Add homework and keep track of what you need to finish. Pomodoro Timer – Use focus sessions to help you stay on task while studying. Study Room – A dedicated space made for focused studying. Lofi Music Player – Listen to background music while you study. Study Scenes – Change the atmosphere of your study room. Fidget Zone – Take a quick break from studying with some simple interactive activities. Dark Mode – Switch to a darker theme for studying at night. Accounts – Sign up and log in to keep your study stuff together. Study Streaks – Keep track of how consistently you’ve been studying. Study Stats – See your study progress over time. These are all that has happened for this ship and will soon try to make a v2 of UrStudyBuddy, and thats all, try the project to see the other features not listed here....
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1793627593.0581777
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Extract - Chrome Colour Picker by @Shaarav4795 | S Extract - Chrome Colour Picker by @Shaarav4795 | Stardance...
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Shaarav4795
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1
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6.0
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26
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T08:12:35Z", "hours": 6.0, "multiplier": 8.36, "payout": 26, "blessing": "neutral", "text": "I made Extract, a simple Chrome extension that lets users select a colour anywhere and copy its HEX, RGB, HSV and CMYK values. Overall, this is a really simple project hence the little amount of devlogs and I only spent 6hrs on this… (it would have been around 5 but the damned eyedropper took soo long) Normally I wouldn’t even make a project as simple as this, but I felt the need for such an extension so I built my own and submitted it here. Hope you guys like it :)", "repo": "https://github.com/Shaarav4795/Extract", "demo": "https://github.com/Shaarav4795/Extract/releases/download/v1.0.0/Extract.zip"}]...
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[{"post_id": 45615, "ts": "202 [{"post_id": 45615, "ts": "2026-08-12T07:03:34Z", "hours": 0.6883, "text": "I made the README.md and I made the Github Release as well (as a ZIP file of course)… There’s not much else to say here except how are my last 2 devlogs the same time??? like lol what are the chances of that ._."}, {"post_id": 45118, "ts": "2026-08-11T12:16:57Z", "hours": 2.7147, "text": "I made the colour picker actually work now…. so for some reason this took wayyy longer than it shouldve because the eyedropper API was so annoying to use and I gebuinely felt like trying another approach…. but after making that work, and also making dark mode work (including inverting the extension icon in the header) I also got the recent colour list working and I used the colour conversion logic from Formatly (my previous project) to convert between different formats of colours via I finally got the colour picker working. For some reason this took way longer than it should have, because the Eyedropper API was so annoying to use, and I genuinely felt like trying another approach. After getting that working, and also implementing dark mode(including inverting the extension icon in the header bcz it looked bad without it ngl)I also got the recent colour list working. I used the colour conversion logic from Formatly to convert between different colour formats via a dropdown (yes yes excellent UX frfr)"}, {"post_id": 44461, "ts": "2026-08-10T07:04:35Z", "hours": 2.7053, "text": "I initialised a React +vite project (normally I use Next.js, but it felt overkill for such a simple tool) and then scaffolded the UI and made the extension’s icon. To make the icon I decided to use Canva, as it was an easy process, and I exported it as an svg so I can manipulate it easily. As for the UI, I decided to use elements and styling from my previous project (Formatly), as people really liked it, but I also added a dark mode button because that was some feedback I had gotten."}]...
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Title: Extract - Chrome Colour Picker by @Shaarav4 Title: Extract - Chrome Colour Picker by @Shaarav4795 | Stardance
Devlogs:
I initialised a React +vite project (normally I use Next.js, but it felt overkill for such a simple tool) and then scaffolded the UI and made the extension’s icon. To make the icon I decided to use Canva, as it was an easy process, and I exported it as an svg so I can manipulate it easily. As for the UI, I decided to use elements and styling from my previous project (Formatly), as people really liked it, but I also added a dark mode button because that was some feedback I had gotten.
I made the colour picker actually work now…. so for some reason this took wayyy longer than it shouldve because the eyedropper API was so annoying to use and I gebuinely felt like trying another approach…. but after making that work, and also making dark mode work (including inverting the extension icon in the header) I also got the recent colour list working and I used the colour conversion logic from Formatly (my previous project) to convert between different formats of colours via I finally got the colour picker working. For some reason this took way longer than it should have, because the Eyedropper API was so annoying to use, and I genuinely felt like trying another approach. After getting that working, and also implementing dark mode(including inverting the extension icon in the header bcz it looked bad without it ngl)I also got the recent colour list working. I used the colour conversion logic from Formatly to convert between different colour formats via a dropdown (yes yes excellent UX frfr)
I made the README.md and I made the Github Release as well (as a ZIP file of course)… There’s not much else to say here except how are my last 2 devlogs the same time??? like lol what are the chances of that ._.
Ships:
I made Extract, a simple Chrome extension that lets users select a colour anywhere and copy its HEX, RGB, HSV and CMYK values. Overall, this is a really simple project hence the little amount of devlogs and I only spent 6hrs on this… (it would have been around 5 but the damned eyedropper took soo long) Normally I wouldn’t even make a project as simple as this, but I felt the need for such an extension so I built my own and submitted it here. Hope you guys like it :)...
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1793627594.3019974
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36973
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A camera fed reflection effect on digital objects. A camera fed reflection effect on digital objects. by @satyampranjal | Stardance...
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satyampranjal
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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": "2026-08-14T19:51:44Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a camera-fed, basically a camera-used reflection method for UI and UX designing. This was a web-dev based UI/UX design in which I used silver surfer as the main object for the reflection. I mapped his body using HTML polygon mapping. Through that polygon I created a perfect architecture on the body of silver surfer, through which I outlined the shapes, then etched shades of it: different shades, different parts, circular, rectangular, oval part, different intensity of reflection with blur and glass morphism effects. the challenge was basically solving to integrate camera with reflection through polygon mapping. It wasn’t like I thought it would be, like just using chroma key but it was a lot different than that. I completed the project in a very short time. It didn’t take a lot of time. I am proud of it. It’s working fully functional. Just enter the website, allow the camera access, and see the magic.", "repo": "https://github.com/satyampranjall/Reflection-", "demo": "https://satyampranjall.github.io/Reflection-/"}]...
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[{"post_id": 33345, "ts": "202 [{"post_id": 33345, "ts": "2026-07-23T05:20:26Z", "hours": 0.3069, "text": "silver surfer is finalize to work as a refltive object,its body suits the theme and looks cool"}]...
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Title: A camera fed reflection effect on digital o Title: A camera fed reflection effect on digital objects. by @satyampranjal | Stardance
Devlogs:
silver surfer is finalize to work as a refltive object,its body suits the theme and looks cool
Ships:
I made a camera-fed, basically a camera-used reflection method for UI and UX designing. This was a web-dev based UI/UX design in which I used silver surfer as the main object for the reflection. I mapped his body using HTML polygon mapping. Through that polygon I created a perfect architecture on the body of silver surfer, through which I outlined the shapes, then etched shades of it: different shades, different parts, circular, rectangular, oval part, different intensity of reflection with blur and glass morphism effects. the challenge was basically solving to integrate camera with reflection through polygon mapping. It wasn’t like I thought it would be, like just using chroma key but it was a lot different than that. I completed the project in a very short time. It didn’t take a lot of time. I am proud of it. It’s working fully functional. Just enter the website, allow the camera access, and see the magic....
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1793541195.5650022
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1793627595.5650022
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8178
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GVK renderer by @gungu | Stardance
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gungu
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2
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60.0
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1009
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:22:35Z", "hours": 13.0, "multiplier": 19.44, "payout": 261, "blessing": "neutral", "text": "This is the second ship of my game engine / renderer. To explain, I like calling it a renderer instead of a game engine, because I purposefully tried to add as few bloat features as I could, I just wanted something that made rendering something that I don’t have to think about. More info on the README page, this isn’t a good explanation. Just know that it isn’t just a basic Vulkan abstraction, this is a full renderer with PBR, many post-processing effects, skyboxes, dynamic lights, rigged and animated meshes and frustrum culling ’cause why not. Changelog since the last ship: 2 new post-processing effects, pixelation and fog I also added a feature where shiny objects reflect the skybox, which isn’t realistic, but it adds a great sense of realism and I like to add it to my games. one of the largest changes was turning this into an actual library instead of an executable, which allows easier integration. I also made a full game as a tech demo for this project, it can be found at this link or under my stardance profile. It turned out really well, and I’m proud of myself, because I finally made a game engine that I can actually make games in easily. (The screenshot is from the game) and the smallest but still a significant change was rewriting the entire 2D rendering part of the engine for 2 reasons: it had a memory leak, and text rendering was buggy, slow and barely worked.", "repo": "https://github.com/gungugugungu/GVK-Engine", "demo": "https://github.com/gungugugungu/GVK-Engine/releases"}, {"ship_num": 2, "ts": "2026-08-17T20:15:46Z", "hours": 47.0, "multiplier": 15.86, "payout": 748, "blessing": "neutral", "text": "GVK (short for gungu vulkan) is my new renderer using the Vulkan graphics api. I miss the times when I worked with pygame and love2d, where rendering an image was one simple line of code, and I intend to bring that experience to 3D with this project. Everything is designed to be as easy as possible for the user, just writes gvk::draw_mesh(mesh, material, position, scale, rotation); and the mesh is where you want it, how you want it. But don’t mistake it, this is not a game engine, this is just a renderer, something you can build an engine on. I made this tool so my later projects have a graphical backbone to build on, but every game needs a different engine. Ever since I started graphics programming last year I knew that one day I had to learn Vulkan if I ever wanted a job in it in the future, and I’m very proud of myself for finally doing it. This was the greatest challenge I faced in programming so far, and I so glad I tackled it. And as for AI: This project was created so I could learn Vulkan, and if I copied everything from AI that would have been to effective. My goal was to use as little AI as I could, while still leaving out the headaches of development. Here’s what I used AI for: Many of the shaders were written by AI, but that’s because I haven’t learned any of the maths I need to know to write any of these shader. When a shader wasn’t too math heavy I wrote it myself, but there weren’t too many of those. The GLTF loading isn’t hard, it’s just a headache to work with it. GLTF is a horrible format for developers, but it’s the best I knew, so I rather had AI write the GLTF loading functions. I’m still glad I did that, I would have learned nothing from writing those.", "repo": "https://github.com/gungugugungu/GVK-Engine", "demo": "https://github.com/gungugugungu/GVK-Engine/releases"}]...
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[{"post_id": 63563, "ts": "202 [{"post_id": 63563, "ts": "2026-09-07T14:07:41Z", "hours": 0.4622, "text": "I made a few minor tweaks to fog, and I started debugging it, which I ended up completely stopping and reverting, as it was useless. To be honest I’m really trying to find where this 27 minutes appeared, because I don’t remember spending half an hour on this"}, {"post_id": 61085, "ts": "2026-09-03T20:06:12Z", "hours": 0.76, "text": "FOG Yeah I just added fog because I thought it would look cool in my game. Obviously it’s over the top in this image because I wanted to show it off. I’m pretty proud of this one, definitely one of the more complex post-processing effects."}, {"post_id": 60850, "ts": "2026-09-03T14:06:32Z", "hours": 0.2822, "text": "SKYBOX REFLECTIONS This is a neat trick I did in my last engine and I’m happy I recreated it in this one. Every single shiny surface reflects the skybox, which while isn’t realistic, it does make those surfaces look a lot more shiny than what they actually are, which is a great hack. It sure as hell looks better in the environments I make."}, {"post_id": 60834, "ts": "2026-09-03T13:41:51Z", "hours": 0.5078, "text": "Screen-space reflections would be a major challenge, but I learned that making the skybox reflect off of shiny surfaces is a pretty good way of making your renders seem much better. As of right now it technically works, but I came to realize that I wasn’t loading materials right, so if an image didn’t have a roughness texture, then it would end up completely shiny. I’m almost done fixing it."}, {"post_id": 59082, "ts": "2026-08-31T18:07:57Z", "hours": 0.5186, "text": "I also fixed a bug where the bloom’s blur looped around to the other side of the screen."}, {"post_id": 58887, "ts": "2026-08-31T13:42:45Z", "hours": 0.8592, "text": "PIXELATION POST-PROCESSING EFFECT I made my post-processing system so expandable that I just casually added it ‘cause I thought it would look cool in the game I’m making. I’m sure as hell right about that."}, {"post_id": 58002, "ts": "2026-08-30T10:41:46Z", "hours": 3.0525, "text": "I wasted so much time trying to optimize it all to lead to nothing, but I did end up optimizing some stuff with the Surfaces along with actual color blending for them. I did end up optimizing a bit, but that’s basically nothing. This is the most worthless update to this entire project, I don’t even know how I spent 3 hours on this."}, {"post_id": 52632, "ts": "2026-08-22T21:10:39Z", "hours": 1.3003, "text": "I completely rewrote the text rendering in the Surface class and also fixed a giant memory leak. Here’s a picture of it in use in my game."}, {"post_id": 51872, "ts": "2026-08-21T19:11:56Z", "hours": 0.6219, "text": "I rewrote the texture loading part of GLTF loading because it just plain didn’t work since I updated everything to tinygltf3, but I didn’t notice because it was after the demo. Anyways, it’s done now."}, {"post_id": 51319, "ts": "2026-08-20T22:03:59Z", "hours": 0.4669, "text": "I also rewrote the single mesh gltf loading function to return the material and the entire vertex and index arrays, because I’ll need them for a feature I’m making for my game. This is slowly turning into engine development and I kinda like it."}, {"post_id": 50898, "ts": "2026-08-20T11:18:10Z", "hours": 4.5806, "text": "I worked for over 4 hours, but the renderer finally works as a library!!! That’s right, just put it in as a git submodule, add it as a subdirectory to you CMake project, and there it is! Way too much work for something so simple, but I had to debug a whole lot of stuff. I also edited the README to feature usage instructions and also how to try the demo."}, {"post_id": 49166, "ts": "2026-08-17T20:06:43Z", "hours": 1.8336, "text": "THE GREAT DEBUGGING and A DEMO This is the final post as long as everything works as intended. I fixed every single validation layer error that occurred, so this project is officially bug-free (to my knowledge) . I also made a really simple demo that I uploaded to the github releases tab of the repository. I also finalized the readme, so now the project also has a fancy description. What a ride, I love this project."}, {"post_id": 47631, "ts": "2026-08-15T17:22:29Z", "hours": 0.6358, "text": "FINAL POLISHING (mostly just making the API more useable) I genuinely can’t believe this. I did it, I made a renderer in Vulkan. Well, I’m still not in the clear yet, but I’m very close. Changelog: updated Skin struct to include find_joint() function added Pose struct updated existing skinned mesh systems to work with the Pose struct added sample_clip(), compute_global_pose(), compute_skinning_matrices(), pose_set_local(), pose_set_global(), pose_get_global(), update_animation() and finalize_pose(). These are all helpers for making work with animated and rigged meshes a whole lot easier moved all of the functions inside the gvk namespace, because they were about half and half before."}, {"post_id": 47191, "ts": "2026-08-14T22:29:34Z", "hours": 3.0672, "text": "SKINNED MESHES AND RIGGING This renderer is extremely close to done. I just implemented fully rigged (and animated) meshes. They render properly and animations work too (although I didn’t really care enough to show an example) . Now I am at the last 2 steps of this renderer before starting work on a game in it: 1. Polish up all the API commands so it’s more user friendly. For example, skinned meshes work and can be adjusted manually, but I have a really good idea on how to make working with them super easy, so I’ll definitely implement that. 2. Make a demo that includes basically everything I have developed so far. This step also includes writing compatibility for multiple platforms, because so far I’ve only tested this project on Ubuntu, and I’ll definitely need a windows version too. And that’s it, the project is nearing it’s completion. I can’t wait to make a proper game in this, which I’ll document too of course. Also, I’m writing all of this while I’m on a vacation in Denmark, so I’m quite far from home, but I’m extremely motivated to get this project finished."}, {"post_id": 45337, "ts": "2026-08-11T18:43:26Z", "hours": 3.4436, "text": "SSAO (screen-space ambient occlusion) This one was fun. Ambient occlusion is just a little shadow thing at the edge of meshes. It is not realistic, technically it doesn’t exist in the real world, yet it looks so much better with it. To be honest I don’t have a lot to say about this, it’s done and it’s cool."}, {"post_id": 42894, "ts": "2026-08-07T21:01:17Z", "hours": 1.6756, "text": "SCENE LOADING I just got home from a 10 day adventure that’ll never forget, but I’m back to code, and to get myself to shake into the civilized world again I decided to do a simpler feature before shadow mapping, so I implemented full scene loading from GLTF files. It’s a pretty handy feature, I’m glad I finally made it. It doesn’t just load models and materials, but lights too, pretty handy."}, {"post_id": 35091, "ts": "2026-07-26T09:27:19Z", "hours": 0.3281, "text": "NORMAL MAPPING This was a really easy update, most of the shader changes were copied from my last engine, and the CPU side of things was just changing the vertex struct and loading the tangents in the mesh loading function. But it works."}, {"post_id": 34858, "ts": "2026-07-25T22:07:52Z", "hours": 3.8317, "text": "Well well well. Seems like it’s time for LIGHTING !!!!! finally This was not easy, and yet it was made so much easier by having done it once before last year. I added support for a directional light, a dynamic (aka not hard coded, so pratically infinite amount of) point lights and spot lights, full PBR, and I also made a little handy editor to go along with it, although that’s not in the renderer that’s just in the demo project. Anyways, this was an incredible journey filled with pain and suffering like never before, and I’m so glad I’m through it all. And if this was a challenge, I don’t know what shadow mapping is going to be, which is going to be basically right now, I’m going to add tanget space normal mapping and then it’s already shadowmapping. I’m mentally unprepared, but oh well what can I do?"}, {"post_id": 33983, "ts": "2026-07-24T11:18:42Z", "hours": 1.8858, "text": "This change is not too visible, but it is a major change in the engine MATERIALS Everybody who worked in any sort of 3D graphics knows what materials are. And those know, that the next step after this is lighting . This wouldn’t have been that big of a change, if not for one issue. I’m developing on linux, and every once in a while my GPU drivers uninstall themselves, so everything runs on the integrated graphics on the CPU. That happened, but I thought that the code just became really slow because I was sending 6 images to the GPU every single frame, and that slowed it down. So I spent a bunch of time making a large optimization, and it worked like a charm, it ran fast. Then I found out the entire thing was running on the CPU and I didn’t even need to optimize it. Anyway, it’s here, and it’s fast"}, {"post_id": 33448, "ts": "2026-07-23T12:32:42Z", "hours": 2.7142, "text": "POST-PROCESSING STACK and TONEMAPPING AND COLOR GRADING (post-processing effect 5) This is the finale to the post-processing saga, because I’m finished with tonemapping and color grading. Everything will look really good and cool and whatever, altough I’ve been coding non-stop for 2.5 hours and I don’t really care to give an explanation right now. I don’t have to explain color grading everybody knows that, and tonemapping is the process of mapping the internal HDR render image to an LDR (whatever it’s called) image that the display can actually render properly, how cool is that?"}, {"post_id": 32903, "ts": "2026-07-22T11:24:50Z", "hours": 1.3728, "text": "BLOOM (post-processing effect 4) I’m almost done with all of the post-processing effects, and this was by far the hardest of them all, but I managed to push through it. I’m really proud of myself, because I finally understand Vulkan enough where I didn’t need any sort of outside help to debug this error. I think I can finally call myself someone who understands Vulkan now. Anyway, now I just need to make tonemapping and the effects are done. After that I just make the simplest pipeline to composite it all, and I’m done with that as well."}, {"post_id": 32861, "ts": "2026-07-22T09:31:30Z", "hours": 1.115, "text": "VIGNETTE (post-processing effect 3) This was the most fun I’ve had debugging something in a while. This was really simple to implement, although I can’t really say a lot. The initialization was the same as the other effects, the actual logic of it was pretty similar, the shader wasn’t too hard to write too, but added up it was pretty bad. I accidentally left one of the push parameters in the CPU code as an int, but a float in the GPU code, which I ended up having to chase down for quite a while. The values are over the top on the image so it is more visible on the screenshot, of course I won’t leave it like this. Also, I have written a new readme for the github page. I just kinda wanted to, and thought why not?"}, {"post_id": 32630, "ts": "2026-07-21T22:19:26Z", "hours": 0.3061, "text": "BOX BLUR (post-processing effect 2) I have to admit this took 11 minutes, and the rest of the 5 minutes I spent in this devlog was spent debugging 3 new errors so I can make a post about this feature too. It took so little because I literally just copied and renamed the gaussian blur functions, and changed the shader. Still, I have box blur now. Actually, I think there’s quite a difference between the 2 blurs, quite cool. Of course now that I look at it it’s barely visible in the screenshots."}, {"post_id": 32617, "ts": "2026-07-21T22:00:32Z", "hours": 2.6194, "text": "I thought how cool would it be if I just did a whole 10 hour devlog with all of post-processing in it, but I realized I wouldn’t be able to show off all the cool stuff I’ve done, so I’m doing it effect by effect, anyway, GAUSSIAN BLUR (post-processing effect 1) But not just that, I also brainstormed out the entire post-processing system, and “implemented” it. I didn’t exactly implement it yet because I need to finish all the effects, but it’s there. I still have to finish: box blur, bloom, vignette and tonemapping, and I also want support for custom effects, but that’ll be really easy so I don’t want to put it on this list."}, {"post_id": 31844, "ts": "2026-07-20T15:30:20Z", "hours": 1.5975, "text": "MSAA !! (multisampled anti-aliasing) I always viewed anit-aliasing as this mystery thing that can make a game prettier and I’ll never know how it works. I have to say, it was way easier than expected, most of the time I spent was on some stupid bug or general debugging. You can’t really see the difference in a small screenshot, but it looks so much better full screen."}, {"post_id": 31201, "ts": "2026-07-19T12:30:48Z", "hours": 1.5542, "text": "2D rendering!! I have to admit this feature was kinda easy to implement, because most of it was ripped straight from my last game engine, but I did it because I think it is a really smart way of handling how a 2D system should work. Everything relies on the Surface class, the display itself is a surface, the loaded images are surfaces, and those surfaces can draw to eachother. This makes the system easy yet expandable. I think it’s kinda cool. It was heavily inspired by how pygame does things."}, {"post_id": 31151, "ts": "2026-07-19T10:09:03Z", "hours": 1.3306, "text": "And just like that, the next major update is done! SKYBOXES and other stuff Here’s a full changelog of the last 3 posts: I wrote a really handy shader compiler to make this update just a bit easier, now it automatically compiles all shaders at once I don’t have to do it one by one I wrote a compositing pass that finally has a use case as can be seen right now. The skybox and the objects are rendered separately to separate images, and the compositing pass combines them and renders them to the screen together. Might sound simple, and I have to admit if I understood Vulkan a bit better it might have been, but right now I’m really proud of myself for it. Of course the headline feature: The Skybox . This is most of what I’ve been working on for the last 3 updates. It’s done in a really cool way. The easy way of doing a skybox is to just render it as one giant object and then bim bam boom there it is, but sadly that has a couple of issues, the largest one is that this is extremely lazy. So I did it the smart way instead. What you’re seeing there is actually a cube a tad bit smaller than the monkey, but it’s rendered in a separate pass, where I only pass the camera’s rotation and not the position, and I also have the depth disabled. I render that to a separate image, use the compositing pass, and there it is, a beautiful, very stable and very professional skybox. I’m almost done rambling, but I have to mention one last feature, and that is the loading of equirectangular images into a cubemap texture . I think I’ve typed enough for this update, but if you care you can look it up or like look at my code. Next up: 2D rendering and I have some great ideas for it"}, {"post_id": 30908, "ts": "2026-07-18T21:44:56Z", "hours": 1.5617, "text": "This is a change that cannot be seen, but the composite pipeline is actually working. This is a really simple step in the graphics pipeline, it takes the images from the previous passes and combines them to make a final image. This will be useful for future features like 2D drawing, post-processing, the skybox, etc., so I’m happy I managed to implement it. It’s not something that can be seen with the naked eye, but believe me it’s there and I’m so happy for it. As always, this is next to some generic bugfixes here and there, but it’s been 1.5 hours and I forgot what I fixed and what I didn’t so if you happen to care enough this is open-source just like go and check it out."}, {"post_id": 30852, "ts": "2026-07-18T19:58:13Z", "hours": 1.6753, "text": "I’m well into developing the skybox system along with a compositing pass , but since I needed to write so many new shaders for this update, I decided to write a simple shader compiler, and I kinda want to show it off so it’s not lost in the giant list of changes that I’ll push in the next update. That’s it, I rest my case, that’s all I wanted until I’m finished."}, {"post_id": 30103, "ts": "2026-07-17T12:46:44Z", "hours": 2.2475, "text": "I finished frustum culling . You’ve probably seen this feature in some random wannabe gamedevs post on tiktok saying how they “optimized their game” by enabling frustum culling in Unity and calling themselves genius for it. Well it wasn’t as easy as pressing a button for me. Here’s how it works: I generate an axis aligned bounding box (AABB) for every object when loaded. Every frame I generate 6 planes for each boundary of the camera, the left, right, bottom, top, near and far planes. Then I also calculate the world position AABB for each mesh, which is just translating the original AABB and making a new one from that’s boundary. From that, it’s actually quite simple to compare if the box is inside the frustum or not, though it’s kinda hard to explain so I won’t bother, but I just run that for every object, and it basically makes it, so if an object is not inside the camera’s vision, then it just makes it disappear. I attached the majority of the logic in the second picture"}, {"post_id": 28824, "ts": "2026-07-15T10:08:18Z", "hours": 1.3122, "text": "I implemented a fully automatic mipmap system . Basically, mipmaps are lower quality version of a texture that appear the farther you are from an object. The image I attached is of mipmap layer 4, but of course this was set manually to showcase the system working."}, {"post_id": 28331, "ts": "2026-07-14T14:52:20Z", "hours": 0.6636, "text": "I wrote a giant list on what I want to implement into this framework to make it full. I’m pretty sure I’ll be done in about 150-200 hours, which I have about 40 days to make before the end of this thing. That is 3.75 - 5 hours of coding in a day. Anyway, here’s the list: TODO FEATURES: lighting gpu scene data uniform buffer ambient light directional light point lights tangent space normal mapping tangent generation in gltf loading dynamic light count proper api for handling lights shadow mapping depth-only pipeline shadow map image light space matrix shadow pass shadow sampling in the main fragment shader shadow bias PCF filtering material system material struct (albedo map, normal map, roughness map, emissive map, scalar tint and roughness and metallic factors) material descriptor layout default fallback textures gltf material loading draw_mesh api update emissive support in the shader creating and destroying materials for user-made materials mipmaps and proper sample management mipmap generation on upload mip count calculation sampler cache (so samplers are never duplicated) instanced rendering per-instance storage buffer draw_mesh_instanced api write the shader for it (gl_InstanceIndex) move to indirect drawing so the instance count can eventually come from gpu-side data skybox cubemap loading skybox pipeline skybox shader set_skybox api frustrum culling bounding sphere per mesh (compute in loading by finding the disctance from the centroid across all vectires) frustrum plane extraction (gribb-hartmann) cull loop stats readout post processing stack fullscreen traingle pipeline HDR tonemapping guassian blur api box blur api bloom vignette 2D rendering quad mesh 2D pipeline surface class default surface draw_surface draw_rect font atlas rendering MSAA multisample draw image resolve attachment configurable sample count"}, {"post_id": 28166, "ts": "2026-07-14T09:18:04Z", "hours": 0.8786, "text": "I have to admit I’m pretty proud of myself. I implemented the proper transformations for objects , I also made a good camera system , and I fixed the uv mapping of objects, so textures finally work properly. All this in under an hour."}, {"post_id": 19382, "ts": "2026-06-30T17:57:36Z", "hours": 1.0408, "text": "To be completely honest this engine development thing is going a lot more awful than I could have imagined. I tried to implement a proper camera and transformations for the objects, and now nothing works, yet I barely changed anything. I have been staring at this function for like 2 hours, I’ve tried everything, and nothing works."}, {"post_id": 18575, "ts": "2026-06-29T19:26:50Z", "hours": 1.0686, "text": "I finally finished the guide (🥳🥳🥳), so it’s time to make the game engine I want . My first improvement was adding a render queue, which basically means I can render anything in a much user friendly way."}, {"post_id": 18301, "ts": "2026-06-29T12:31:38Z", "hours": 0.8061, "text": "Thanks to the major rework of the allocation of descriptors, I have managed to implemented textures into rendering. I haven’t made texture loading yet, since it’ll be an engine feature and I’m working on project setup , so enjoy the beautiful pink-black checkerboard pattern on Suzie, the Blender monkey."}, {"post_id": 18277, "ts": "2026-06-29T11:27:47Z", "hours": 1.3389, "text": "I did a giant rework of the descriptor allocation to make handling textures a breeze in the future. Yes, I did mostly just follow the guide, but I am really getting the hang of how Vulkan works, and the guide is ending in a couple of chapers, and the rest will be up to me, and I already feel ready for the task. I have to admit it doesn’t exactly work yet, but I’m working on patching it, it shouldn’t be an issue."}, {"post_id": 18218, "ts": "2026-06-29T09:03:15Z", "hours": 0.4683, "text": "Mesh rendering is finally complete. This is a full 3D scene with a little monkey, rendered perfectly in perspective."}, {"post_id": 17917, "ts": "2026-06-28T21:08:40Z", "hours": 1.0294, "text": "So mesh loading and rendering works, although I haven’t gotten the world matrix and transformations quite right😅 The guide I’m using to learn Vulkan actually recommended I use fastgltf, but I ended up going with tinygltf, as I’ve used it before and have a bunch more experience in it, and oh boy is having experience a good feeling when learning VK"}, {"post_id": 17836, "ts": "2026-06-28T19:36:25Z", "hours": 1.1339, "text": "I’m progressing rather fast, I implemented a full mesh buffer system, which allows me to render any mesh. Mesh loading will be the next task, but until then the best display I can do is a colorful rectangle, I hope that’s good enough"}, {"post_id": 16164, "ts": "2026-06-26T08:40:00Z", "hours": 0.4853, "text": "Implementing a proper graphics pipeline was surprisingly easy. I remembered a lot from my experience in sokol and of course the guide was quite helpful as well. Got from a compute shader to a proper pipeline very fast. I’m still very eager to get back to the fun part of graphics programming and not be stuck in setup hell, but the next step is writing the mesh buffers, so that’ll be fun."}, {"post_id": 11826, "ts": "2026-06-19T08:22:42Z", "hours": 1.095, "text": "I finished the ImGui implementation, I’m starting to get the hang of things. I’m still following vkguide.dev for the setup phase, but I’m eager to finally get to the fun part of graphics programming"}, {"post_id": 4078, "ts": "2026-06-07T08:34:21Z", "hours": 1.0794, "text": "After about an hour of following vkguide.dev, I managed to make a little compute shader that display 16×16 cells of a gradient. Great start!"}]...
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Title: GVK renderer by @gungu | Stardance
Devlogs Title: GVK renderer by @gungu | Stardance
Devlogs:
After about an hour of following vkguide.dev, I managed to make a little compute shader that display 16×16 cells of a gradient. Great start!
I finished the ImGui implementation, I’m starting to get the hang of things. I’m still following vkguide.dev for the setup phase, but I’m eager to finally get to the fun part of graphics programming
Implementing a proper graphics pipeline was surprisingly easy. I remembered a lot from my experience in sokol and of course the guide was quite helpful as well. Got from a compute shader to a proper pipeline very fast. I’m still very eager to get back to the fun part of graphics programming and not be stuck in setup hell, but the next step is writing the mesh buffers, so that’ll be fun.
I’m progressing rather fast, I implemented a full mesh buffer system, which allows me to render any mesh. Mesh loading will be the next task, but until then the best display I can do is a colorful rectangle, I hope that’s good enough
So mesh loading and rendering works, although I haven’t gotten the world matrix and transformations quite right😅 The guide I’m using to learn Vulkan actually recommended I use fastgltf, but I ended up going with tinygltf, as I’ve used it before and have a bunch more experience in it, and oh boy is having experience a good feeling when learning VK
Mesh rendering is finally complete. This is a full 3D scene with a little monkey, rendered perfectly in perspective.
I did a giant rework of the descriptor allocation to make handling textures a breeze in the future. Yes, I did mostly just follow the guide, but I am really getting the hang of how Vulkan works, and the guide is ending in a couple of chapers, and the rest will be up to me, and I already feel ready for the task. I have to admit it doesn’t exactly work yet, but I’m working on patching it, it shouldn’t be an issue.
Thanks to the major rework of the allocation of descriptors, I have managed to implemented textures into rendering. I haven’t made texture loading yet, since it’ll be an engine feature and I’m working on project setup , so enjoy the beautiful pink-black checkerboard pattern on Suzie, the Blender monkey.
I finally finished the guide (🥳🥳🥳), so it’s time to make the game engine I want . My first improvement was adding a render queue, which basically means I can render anything in a much user friendly way.
To be completely honest this engine development thing is going a lot more awful than I could have imagined. I tried to implement a proper camera and transformations for the objects, and now nothing works, yet I barely changed anything. I have been staring at this function for like 2 hours, I’ve tried everything, and nothing works.
I have to admit I’m pretty proud of myself. I implemented the proper transformations for objects , I also made a good camera system , and I fixed the uv mapping of objects, so textures finally work properly. All this in under an hour.
I wrote a giant list on what I want to implement into this framework to make it full. I’m pretty sure I’ll be done in about 150-200 hours, which I have about 40 days to make before the end of this thing. That is 3.75 - 5 hours of coding in a day. Anyway, here’s the list: TODO FEATURES: lighting gpu scene data uniform buffer ambient light directional light point lights tangent space normal mapping tangent generation in gltf loading dynamic light count proper api for handling lights shadow mapping depth-only pipeline shadow map image light space matrix shadow pass shadow sampling in the main fragment shader shadow bias PCF filtering material system material struct (albedo map, normal map, roughness map, emissive map, scalar tint and roughness and metallic factors) material descriptor layout default fallback textures gltf material loading draw_mesh api update emissive support in the shader creating and destroying materials for user-made materials mipmaps and proper sample management mipmap generation on upload mip count calculation sampler cache (so samplers are never duplicated) instanced rendering per-instance storage buffer draw_mesh_instanced api write the shader for it (gl_InstanceIndex) move to indirect drawing so the instance count can eventually come from gpu-side data skybox cubemap loading skybox pipeline skybox shader set_skybox api frustrum culling bounding sphere per mesh (compute in loading by finding the disctance from the centroid across all vectires) frustrum plane extraction (gribb-hartmann) cull loop stats readout post processing stack fullscreen traingle pipeline HDR tonemapping guassian blur api box blur api bloom vignette 2D rendering quad mesh 2D pipeline surface class default surface draw_surface draw_rect font atlas rendering MSAA multisample draw image resolve attachment configurable sample count
I implemented a fully automatic mipmap system . Basically, mipmaps are lower quality version of a texture that appear the farther you are from an object. The image I attached is of mipmap layer 4, but of course this was set manually to showcase the system working.
I finished frustum culling . You’ve probably seen this feature in some random wannabe gamedevs post on tiktok saying how they “optimized their game” by enabling frustum culling in Unity and calling themselves genius for it. Well it wasn’t as easy as pressing a button for me. Here’s how it works: I generate an axis aligned bounding box (AABB) for every object when loaded. Every frame I generate 6 planes for each boundary of the camera, the left, right, bottom, top, near and far planes. Then I also calculate the world position AABB for each mesh, which is just translating the original AABB and making a new one from that’s boundary. From that, it’s actually quite simple to compare if the box is inside the frustum or not, though it’s kinda hard to explain so I won’t bother, but I just run that for every object, and it basically makes it, so if an object is not inside the camera’s vision, then it just makes it disappear. I attached the majority of the logic in the second picture
I’m well into developing the skybox system along with a compositing pass , but since I needed to write so many new shaders for this update, I decided to write a simple shader compiler, and I kinda want to show it off so it’s not lost in the giant list of changes that I’ll push in the next update. That’s it, I rest my case, that’s all I wanted until I’m finished.
This is a change that cannot be seen, but the composite pipeline is actually working. This is a really simple step in the graphics pipeline, it takes the images from the previous passes and combines them to make a final image. This will be useful for future features like 2D drawing, post-processing, the skybox, etc., so I’m happy I managed to implement it. It’s not something that can be seen with the naked eye, but believe me it’s there and I’m so happy for it. As always, this is next to some generic bugfixes here and there, but it’s been 1.5 hours and I forgot what I fixed and what I didn’t so if you happen to care enough this is open-source just like go and check it out.
And just like that, the next major update is done! SKYBOXES and other stuff Here’s a full changelog of the last 3 posts: I wrote a really handy shader compiler to make this update just a bit easier, now it automatically compiles all shaders at once I don’t have to do it one by one I wrote a compositing pass that finally has a use case as can be seen right now. The skybox and the objects are rendered separately to separate images, and the compositing pass combines them and renders them to the screen together. Might sound simple, and I have to admit if I understood Vulkan a bit better it might have been, but right now I’m really proud of myself for it. Of course the headline feature: The Skybox . This is most of what I’ve been working on for the last 3 updates. It’s done in a really cool way. The easy way of doing a skybox is to just render it as one giant object and then bim bam boom there it is, but sadly that has a couple of issues, the largest one is that this is extremely lazy. So I did it the smart way instead. What you’re seeing there is actually a cube a tad bit smaller than the monkey, but it’s rendered in a separate pass, where I only pass the camera’s rotation and not the position, and I also have the depth disabled. I render that to a separate image, use the compositing pass, and there it is, a beautiful, very stable and very professional skybox. I’m almost done rambling, but I have to mention one last feature, and that is the loading of equirectangular images into a cubemap texture . I think I’ve typed enough for this update, but if you care you can look it up or like look at my code. Next up: 2D rendering and I have some great ideas for it
2D rendering!! I have to admit this feature was kinda easy to implement, because most of it was ripped straight from my last game engine, but I did it because I think it is a really smart way of handling how a 2D system should work. Everything relies on the Surface class, the display itself is a surface, the loaded images are surfaces, and those surfaces can draw to eachother. This makes the system easy yet expandable. I think it’s kinda cool. It was heavily inspired by how pygame does things.
MSAA !! (multisampled anti-aliasing) I always viewed anit-aliasing as this mystery thing that can make a game prettier and I’ll never know how it works. I have to say, it was way easier than expected, most of the time I spent was on some stupid bug or general debugging. You can’t really see the difference in a small screenshot, but it looks so much better full screen.
I thought how cool would it be if I just did a whole 10 hour devlog with all of post-processing in it, but I realized I wouldn’t be able to show off all the cool stuff I’ve done, so I’m doing it effect by effect, anyway, GAUSSIAN BLUR (post-processing effect 1) But not just that, I also brainstormed out the entire post-processing system, and “implemented” it. I didn’t exactly implement it yet because I need to finish all the effects, but it’s there. I still have to finish: box blur, bloom, vignette and tonemapping, and I also want support for custom effects, but that’ll be really easy so I don’t want to put it on this list.
BOX BLUR (post-processing effect 2) I have to admit this took 11 minutes, and the rest of the 5 minutes I spent in this devlog was spent debugging 3 new errors so I can make a post about this feature too. It took so little because I literally just copied and renamed the gaussian blur functions, and changed the shader. Still, I have box blur now. Actually, I think there’s quite a difference between the 2 blurs, quite cool. Of course now that I look at it it’s barely visible in the screenshots.
VIGNETTE (post-processing effect 3) This was the most fun I’ve had debugging something in a while. This was really simple to implement, although I can’t really say a lot. The initialization was the same as the other effects, the actual logic of it was pretty similar, the shader wasn’t too hard to write too, but added up it was pretty bad. I accidentally left one of the push parameters in the CPU code as an int, but a float in the GPU code, which I ended up having to chase down for quite a while. The values are over the top on the image so it is more visible on the screenshot, of course I won’t leave it like this. Also, I have written a new readme for the github page. I just kinda wanted to, and thought why not?
BLOOM (post-processing effect 4) I’m almost done with all of the post-processing effects, and this was by far the hardest of them all, but I managed to push through it. I’m really proud of myself, because I finally understand Vulkan enough where I didn’t need any sort of outside help to debug this error. I think I can finally call myself someone who understands Vulkan now. Anyway, now I just need to make tonemapping and the effects are done. After that I just make the simplest pipeline to composite it all, and I’m done with that as well.
POST-PROCESSING STACK and TONEMAPPING AND COLOR GRADING (post-processing effect 5) This is the finale to the post-processing saga, because I’m finished with tonemapping and color grading. Everything will look really good and cool and whatever, altough I’ve been coding non-stop for 2.5 hours and I don’t really care to give an explanation right now. I don’t have to explain color grading everybody knows that, and tonemapping is the process of mapping the internal HDR render image to an LDR (whatever it’s called) image that the display can actually render properly, how cool is that?
This change is not too visible, but it is a major change in the engine MATERIALS Everybody who worked in any sort of 3D graphics knows what materials are. And those know, that the next step after this is lighting . This wouldn’t have been that big of a change, if not for one issue. I’m developing on linux, and every once in a while my GPU drivers uninstall themselves, so everything runs on the integrated graphics on the CPU. That happened, but I thought that the code just became really slow because I was sending 6 images to the GPU every single frame, and that slowed it down. So I spent a bunch of time making a large optimization, and it worked like a charm, it ran fast. Then I found out the entire thing was running on the CPU and I didn’t even need to optimize it. Anyway, it’s here, and it’s fast
Well well well. Seems like it’s time for LIGHTING !!!!! finally This was not easy, and yet it was made so much easier by having done it once before last year. I added support for a directional light, a dynamic (aka not hard coded, so pratically infinite amount of) point lights and spot lights, full PBR, and I also made a little handy editor to go along with it, although that’s not in the renderer that’s just in the demo project. Anyways, this was an incredible journey filled with pain and suffering like never before, and I’m so glad I’m through it all. And if this was a challenge, I don’t know what shadow mapping is going to be, which is going to be basically right now, I’m going to add tanget space normal mapping and then it’s already shadowmapping. I’m mentally unprepared, but oh well what can I do?
NORMAL MAPPING This was a really easy update, most of the shader changes were copied from my last engine, and the CPU side of things was just changing the vertex struct and loading the tangents in the mesh loading function. But it works.
SCENE LOADING I just got home from a 10 day adventure that’ll never forget, but I’m back to code, and to get myself to shake into the civilized world again I decided to do a simpler feature before shadow mapping, so I implemented full scene loading from GLTF files. It’s a pretty handy feature, I’m glad I finally made it. It doesn’t just load models and materials, but lights too, pretty handy.
SSAO (screen-space ambient occlusion) This one was fun. Ambient occlusion is just a little shadow thing at the edge of meshes. It is not realistic, technically it doesn’t exist in the real world, yet it looks so much better with it. To be honest I don’t have a lot to say about this, it’s done and it’s cool.
SKINNED MESHES AND RIGGING This renderer is extremely close to done. I just implemented fully rigged (and animated) meshes. They render properly and animations work too (although I didn’t really care enough to show an example) . Now I am at the last 2 steps of this renderer before starting work on a game in it: 1. Polish up all the API commands so it’s more user friendly. For example, skinned meshes work and can be adjusted manually, but I have a really good idea on how to make working with them super easy, so I’ll definitely implement that. 2. Make a demo that includes basically everything I have developed so far. This step also includes writing compatibility for multiple platforms, because so far I’ve only tested this project on Ubuntu, and I’ll definitely need a windows version too. And that’s it, the project is nearing it’s completion. I can’t wait to make a proper game in this, which I’ll document too of course. Also, I’m writing all of this while I’m on a vacation in Denmark, so I’m quite far from home, but I’m extremely motivated to get this project finished.
FINAL POLISHING (mostly just making the API more useable) I genuinely can’t believe this. I did it, I made a renderer in Vulkan. Well, I’m still not in the clear yet, but I’m very close. Changelog: updated Skin struct to include find_joint() function added Pose struct updated existing skinned mesh systems to work with the Pose struct added sample_clip(), compute_global_pose(), compute_skinning_matrices(), pose_set_local(), pose_set_global(), pose_get_global(), update_animation() and finalize_pose(). These are all helpers for making work with animated and rigged meshes a whole lot easier moved all of the functions inside the gvk namespace, because they were about half and half before.
THE GREAT DEBUGGING and A DEMO This is the final post as long as everything works as intended. I fixed every single validation layer error that occurred, so this project is officially bug-free (to my knowledge) . I also made a really simple demo that I uploaded to the github releases tab of the repository. I also finalized the readme, so now the project also has a fancy description. What a ride, I love this project.
I worked for over 4 hours, but the renderer finally works as a library!!! That’s right, just put it in as a git submodule, add it as a subdirectory to you CMake project, and there it is! Way too much work for something so simple, but I had to debug a whole lot of stuff. I also edited the README to feature usage instructions and also how to try the demo.
I also rewrote the single mesh gltf loading function to return the material and the entire vertex and index arrays, because I’ll need them for a feature I’m making for my game. This is slowly turning into engine development and I kinda like it.
I rewrote the texture loading part of GLTF loading because it just plain didn’t work since I updated everything to tinygltf3, but I didn’t notice because it was after the demo. Anyways, it’s done now.
I completely rewrote the text rendering in the Surface class and also fixed a giant memory leak. Here’s a picture of it in use in my game.
I wasted so much time trying to optimize it all to lead to nothing, but I did end up optimizing some stuff with the Surfaces along with actual color blending for them. I did end up optimizing a bit, but that’s basically nothing. This is the most worthless update to this entire project, I don’t even know how I spent 3 hours on this.
PIXELATION POST-PROCESSING EFFECT I made my post-processing system so expandable that I just casually added it ‘cause I thought it would look cool in the game I’m making. I’m sure as hell right about that.
I also fixed a bug where the bloom’s blur looped around to the other side of the screen.
Screen-space reflections would be a major challenge, but I learned that making the skybox reflect off of shiny surfaces is a pretty good way of making your renders seem much better. As of right now it technically works, but I came to realize that I wasn’t loading materials right, so if an image didn’t have a roughness texture, then it would end up completely shiny. I’m almost done fixing it.
SKYBOX REFLECTIONS This is a neat trick I did in my last engine and I’m happy I recreated it in this one. Every single shiny surface reflects the skybox, which while isn’t realistic, it does make those surfaces look a lot more shiny than what they actually are, which is a great hack. It sure as hell looks better in the environments I make.
FOG Yeah I just added fog because I thought it would look cool in my game. Obviously it’s over the top in this image because I wanted to show it off. I’m pretty proud of this one, definitely one of the more complex post-processing effects.
I made a few minor tweaks to fog, and I started debugging it, which I ended up completely stopping and reverting, as it was useless. To be honest I’m really trying to find where this 27 minutes appeared, because I don’t remember spending half an hour on this
Ships:
GVK (short for gungu vulkan) is my new renderer using the Vulkan graphics api. I miss the times when I worked with pygame and love2d, where rendering an image was one simple line of code, and I intend to bring that experience to 3D with this project. Everything is designed to be as easy as possible for the user, just writes gvk::draw_mesh(mesh, material, position, scale, rotation); and the mesh is where you want it, how you want it. But don’t mistake it, this is not a game engine, this is just a renderer, something you can build an engine on. I made this tool so my later projects have a graphical backbone to build on, but every game needs a different engine. Ever since I started graphics programming last year I knew that one day I had to learn Vulkan if I ever wanted a job in it in the future, and I’m very proud of myself for finally doing it. This was the greatest challenge I faced in programming so far, and I so glad I tackled it. And as for AI: This project was created so I could learn Vulkan, and if I copied everything from AI that would have been to effective. My goal was to use as little AI as I could, while still leaving out the headaches of development. Here’s what I used AI for: Many of the shaders were written by AI, but that’s because I haven’t learned any of the maths I need to know to write any of these shader. When a shader wasn’t too math heavy I wrote it myself, but there weren’t too many of those. The GLTF loading isn’t hard, it’s just a headache to work with it. GLTF is a horrible format for developers, but it’s the best I knew, so I rather had AI write the GLTF loading functions. I’m still glad I did that, I would have learned nothing from writing those.
This is the second ship of my game engine / renderer. To explain, I like calling it a renderer instead of a game engine, because I purposefully tried to add as few bloat features as I could, I just wanted something that made rendering something that I don’t have to think about. More info on the README page, this isn’t a good explanation. Just know that it isn’t just a basic Vulkan abstraction, this is a full renderer with PBR, many post-processing effects, skyboxes, dynamic lights, rigged and animated meshes and frustrum culling ’cause why not. Changelog since the last ship: 2 new post-processing effects, pixelation and fog I also added a feature where shiny objects reflect the skybox, which isn’t realistic, but it adds a great sense of realism and I like to add it to my games. one of the largest changes was turning this into an actual library instead of an executable, which allows easier integration. I also made a full game as a tech demo for this project, it can be found at this link or under my stardance profile. It turned out really well, and I’m proud of myself, because I finally made a game engine that I can actually make games in easily. (The screenshot is from the game) and the smallest but still a significant change was rewriting the entire 2D rendering part of the engine for 2 reasons: it had a memory leak, and text rendering was buggy, slow and barely worked....
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1793541196.513566
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1793627596.513566
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34364
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WishAndCommit by @Tulis | Stardance
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Tulis
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1
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6.0
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27
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-19T08:10:06Z", "hours": 6.0, "multiplier": 4.67, "payout": 27, "blessing": "neutral", "text": "I made this as a simple web app that helps me and my friends when commiting to Stardance, so hope that it can help you too! Simply input your Slack ID/any other ID and go! If you feel that I will steal your ID to make more friends (which I promise not) you can simply press CTL+S to save it and run in the browser! The CSS and JS are directly embedded into the one HTML file so it is easy to do so", "repo": "https://github.com/Tulis12/WishAndCommit", "demo": "https://tulis12.github.io/WishAndCommit/"}]...
|
[{"post_id": 28835, "ts": "202 [{"post_id": 28835, "ts": "2026-07-15T10:44:48Z", "hours": 0.5669, "text": "Devlog #5 I am going to ship the project now! I made some finishing touches to the README, added license and all that utilities! Thanks for tagging along!"}, {"post_id": 28795, "ts": "2026-07-15T09:19:06Z", "hours": 0.7, "text": "Devlog #4 I have deployed my app on github pages! Check it out now: https://tulis12.github.io/WishAndCommit What I changed I prepped the repo for Pages and added some features - “orange” days are these when you coded but not enough or on other projects. Pace is now calculated correctly, and doesn’t change if you change the goal (yes it did that sometimes ). But now I see that my goal (Macbook Neo) requires a lot of work and maybe admin’s blessing Hope to see you soon!"}, {"post_id": 28457, "ts": "2026-07-14T18:25:35Z", "hours": 2.6644, "text": "Devlog #3 - Close to a ship What I made? I made a clear UI and all options configurable - like I said, everything runs in the browser. I made it accessible on mobiles and added some features such as pace and predicted time when you will reach your goal. I hope to see you in near future when I ship this project!"}, {"post_id": 27816, "ts": "2026-07-13T18:16:21Z", "hours": 1.2339, "text": "Devlog #2 Business logic is done! Fetching from Hackatime (dates, projects and all that stuff) and saving to the browser to avoid DOSing the API by mistake is done! Now I need to cook up a beautiful UI with calendar. What I figured out Firstly I thought that I need your API token to do all the fetching, but I find out that I can access your publicly avaliable data using only your ID (not me of course, you ) So it is much more “trustable” and ofc you can download it and use it locally."}, {"post_id": 27763, "ts": "2026-07-13T16:37:54Z", "hours": 0.6478, "text": "Devlog #1 (and probably last from ship) What this project is? It is a simple web app that lets you track your progress without a backend! You select what you wish for and you see estimates on how much time you have to spend cooking up awesome projects! How will this work? You input your Hackatime id and fetch your coding time and see how much you have to code and for how long. Is this safe? Yes. Everything is stored only in your browser and this will fetch only publicly avaliable data (if enabled in settings) no API key is required. The screenshot is just basic template of how this will look."}]...
|
Title: WishAndCommit by @Tulis | Stardance
Devlog Title: WishAndCommit by @Tulis | Stardance
Devlogs:
Devlog #1 (and probably last from ship) What this project is? It is a simple web app that lets you track your progress without a backend! You select what you wish for and you see estimates on how much time you have to spend cooking up awesome projects! How will this work? You input your Hackatime id and fetch your coding time and see how much you have to code and for how long. Is this safe? Yes. Everything is stored only in your browser and this will fetch only publicly avaliable data (if enabled in settings) no API key is required. The screenshot is just basic template of how this will look.
Devlog #2 Business logic is done! Fetching from Hackatime (dates, projects and all that stuff) and saving to the browser to avoid DOSing the API by mistake is done! Now I need to cook up a beautiful UI with calendar. What I figured out Firstly I thought that I need your API token to do all the fetching, but I find out that I can access your publicly avaliable data using only your ID (not me of course, you ) So it is much more “trustable” and ofc you can download it and use it locally.
Devlog #3 - Close to a ship What I made? I made a clear UI and all options configurable - like I said, everything runs in the browser. I made it accessible on mobiles and added some features such as pace and predicted time when you will reach your goal. I hope to see you in near future when I ship this project!
Devlog #4 I have deployed my app on github pages! Check it out now: https://tulis12.github.io/WishAndCommit What I changed I prepped the repo for Pages and added some features - “orange” days are these when you coded but not enough or on other projects. Pace is now calculated correctly, and doesn’t change if you change the goal (yes it did that sometimes ). But now I see that my goal (Macbook Neo) requires a lot of work and maybe admin’s blessing Hope to see you soon!
Devlog #5 I am going to ship the project now! I made some finishing touches to the README, added license and all that utilities! Thanks for tagging along!
Ships:
I made this as a simple web app that helps me and my friends when commiting to Stardance, so hope that it can help you too! Simply input your Slack ID/any other ID and go! If you feel that I will steal your ID to make more friends (which I promise not) you can simply press CTL+S to save it and run in the browser! The CSS and JS are directly embedded into the one HTML file so it is easy to do so...
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1793541197.9062371
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1793627597.9062371
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71087
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QWork by @anasc | Stardance
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anasc
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0
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0.0
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0
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[]
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[]
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Title: QWork by @anasc | Stardance
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1793541199.1485581
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1794145999.1485581
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71088
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My own site! by @BashirMasudDodo | Stardance
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BashirMasudDodo
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @BashirMasudDodo | Stardanc Title: My own site! by @BashirMasudDodo | Stardance...
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1793541200.0648386
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1794146000.0648386
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71089
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My own site! by @Timilehin | Stardance
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Timilehin
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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 own site! by @Timilehin | Stardance
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1793541200.9676642
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1794146000.9676642
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71090
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my very own mp3 player by @Cokolada | Stardance
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Cokolada
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0
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0
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Title: my very own mp3 player by @Cokolada | Stard Title: my very own mp3 player by @Cokolada | Stardance...
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1793541201.8495233
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1794146001.8495233
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4796
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My first slack bot! by @Aaron_Lee | Stardance
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Aaron_Lee
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Aaron_Lee | Stardan Title: My first slack bot! by @Aaron_Lee | Stardance...
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1793541202.7481506
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1794146002.7481506
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54434
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My awesome macropad! by @krishpbacon | Stardance
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krishpbacon
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0
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0.0
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0
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Title: My awesome macropad! by @krishpbacon | Star Title: My awesome macropad! by @krishpbacon | Stardance...
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1793541203.6498985
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1794146003.6498985
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26933
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My awesome macropad! by @tommy_IT | Stardance
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tommy_IT
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0
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0.0
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0
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Title: My awesome macropad! by @tommy_IT | Stardan Title: My awesome macropad! by @tommy_IT | Stardance...
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1793541204.5429916
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1794146004.5429916
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54435
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Video Game by @austin_bessen | Stardance
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austin_bessen
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0
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0.0
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0
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[]
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[]
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Title: Video Game by @austin_bessen | Stardance
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1793541205.4484394
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1794146005.4484394
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2929
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Untitled project by @duy | Stardance
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duy
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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: Untitled project by @duy | Stardance
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1793541206.8355992
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1794146006.8355992
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15208
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My very own WebOS by @Ice_Fox8078 | Stardance
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Ice_Fox8078
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @Ice_Fox8078 | Stardan Title: My very own WebOS by @Ice_Fox8078 | Stardance...
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1793541207.7509298
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1794146007.7509298
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40072
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My own site! by @Tanav_Krishna | Stardance
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Tanav_Krishna
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Tanav_Krishna | Stardance
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1793541208.6302
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1794146008.6302
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54438
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My awesome macropad! by @V1rxs | Stardance
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V1rxs
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0
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0.0
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0
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Title: My awesome macropad! by @V1rxs | Stardance
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1793541209.5057979
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1794146009.5057979
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6260
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Don't know yet by @shygurl | Stardance
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shygurl
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0
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0.0
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0
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[]
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[]
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Title: Don't know yet by @shygurl | Stardance
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1793541210.3955054
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1794146010.3955054
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54440
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My awesome macropad! by @brandonsaav412 | Stardanc My awesome macropad! by @brandonsaav412 | Stardance...
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brandonsaav412
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0
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0.0
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Title: My awesome macropad! by @brandonsaav412 | S Title: My awesome macropad! by @brandonsaav412 | Stardance...
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1793541211.2926571
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1794146011.2926571
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7533
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My awesome macropad! by @phantom3142 | Stardance
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phantom3142
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0
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0.0
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0
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Title: My awesome macropad! by @phantom3142 | Star Title: My awesome macropad! by @phantom3142 | Stardance...
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1793541212.1970153
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1794146012.1970153
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54441
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Ukii by @TomNook | Stardance
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TomNook
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0
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40.09
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0
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[]
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[{"post_id": 75421, "ts": "202 [{"post_id": 75421, "ts": "2026-09-30T01:40:30Z", "hours": 1.2461, "text": "Made it overall look more like my concepts and added hero/background support with a supa rad fade in/out animation!"}, {"post_id": 75354, "ts": "2026-09-29T20:31:01Z", "hours": 2.5089, "text": "GREATLY improved scraping! (instead of freezing every time you scrape something i use multiple cpu threads to scrape something which prevents it from freezing) also moved to love 12 and fixed some bugs with the keyboard"}, {"post_id": 72405, "ts": "2026-09-22T21:02:19Z", "hours": 7.6775, "text": "TRYING to implement an on-screen keyboard (already have hardware keyboard input working and yes i know it looks horrible atm), fixed some ui bugs, added a dynamic battery icon, added game renaming support, and overall made things look smoother!"}, {"post_id": 69467, "ts": "2026-09-17T03:53:37Z", "hours": 1.8244, "text": "Add toggle switch with JUICYYYYY ANIMATIONS and fix background scaling bugs when resizing the window!"}, {"post_id": 66975, "ts": "2026-09-12T23:36:19Z", "hours": 3.505, "text": "Added scraping via steamgriddb! the image results arent the best and the code is an absolute mess but it WORKS AHAHAHAHAHAHA"}, {"post_id": 66226, "ts": "2026-09-11T22:29:51Z", "hours": 4.93, "text": "OH MY GOSH I GOT GAME LAUNCHING WORKING!!!! also have game icon loading and stuff BUT THATS NOT IMPORTANT OHMYGOSH I GOT IT TO WORK AJHSDFUYHFAGYUEYGHUYGDERYGHYGEDRGYEDRGFYUUYHGETFRDGT"}, {"post_id": 59910, "ts": "2026-09-01T22:52:20Z", "hours": 0.6608, "text": "Added a custom animation to the game selection menu and fixed a ui bug concerning hitting the end of elements"}, {"post_id": 59369, "ts": "2026-09-01T04:05:34Z", "hours": 1.6142, "text": "Made it so focusable ui elements do something when you hover them (instead of just drawing a rectangle) and added some juiciness to elements! (will probably get rid of some of the rotation effects tho)"}, {"post_id": 59156, "ts": "2026-08-31T19:45:44Z", "hours": 3.8633, "text": "I GOT INPUT WORKING YESSSSSSSSS idk if the video works or not but i cant believe input is workinggggg, i just made a table/array where you put each item in and then you navigate/index the table with the arrow keys (theres probably a much better way to handle navigation but like its the only way i could figure out bc i have smooth brain). also, ive been working more on window scaling so i can just make the ui elements however i want in pixel scaling and it automatically scales everything to the right size without me having to worry about making panels resizable or wtvr ALSO i figured out a name for it! (no it wasnt piku) i shall now call my baby CHISAI (which means tiny in japanese) because this frontend is supposed to be a mini version of another launcher i want to make! (think of it like the dsi and wii) TLDR: input, sizing, and new name"}, {"post_id": 56310, "ts": "2026-08-28T01:26:02Z", "hours": 2.9864, "text": "Mostly been refining the ui system more, cleaning up my code (it was rly messy lol), and stuff like that (sorry this devlog isnt as detailed im a bit drained)"}, {"post_id": 55184, "ts": "2026-08-26T18:07:11Z", "hours": 1.4758, "text": "Been mostly refining the ui MORE (agh help me aghhhhh ouuuuu) and added a highlight flag for panels/text (need to add more options for custom cases and stuff tho) you can see it on the pokemon emerald version thing"}, {"post_id": 54918, "ts": "2026-08-26T04:28:12Z", "hours": 2.3719, "text": "Mostly been improving my ui system, TRYING to make a decent shadow effect for the ui (decided to settle for just a non-blur version for performance reasons) and now im just trying to clean up my code (impossible ofc) and make it look a bit more like my mockups!"}, {"post_id": 54845, "ts": "2026-08-26T00:49:22Z", "hours": 5.4256, "text": "Been working on ui hell TwT, man making a ui system from scratch is a PAIN!!! well i added simple layout features and its a parent/child based ui system which is pretty nice! also theming works nice which is nice ik the ui looks pretty meh rn but ITLL LOOK MUCH BETTER LATER I SWEAR AGH"}]...
|
Title: Ukii by @TomNook | Stardance
Devlogs:
Been Title: Ukii by @TomNook | Stardance
Devlogs:
Been working on ui hell TwT, man making a ui system from scratch is a PAIN!!! well i added simple layout features and its a parent/child based ui system which is pretty nice! also theming works nice which is nice ik the ui looks pretty meh rn but ITLL LOOK MUCH BETTER LATER I SWEAR AGH
Mostly been improving my ui system, TRYING to make a decent shadow effect for the ui (decided to settle for just a non-blur version for performance reasons) and now im just trying to clean up my code (impossible ofc) and make it look a bit more like my mockups!
Been mostly refining the ui MORE (agh help me aghhhhh ouuuuu) and added a highlight flag for panels/text (need to add more options for custom cases and stuff tho) you can see it on the pokemon emerald version thing
Mostly been refining the ui system more, cleaning up my code (it was rly messy lol), and stuff like that (sorry this devlog isnt as detailed im a bit drained)
I GOT INPUT WORKING YESSSSSSSSS idk if the video works or not but i cant believe input is workinggggg, i just made a table/array where you put each item in and then you navigate/index the table with the arrow keys (theres probably a much better way to handle navigation but like its the only way i could figure out bc i have smooth brain). also, ive been working more on window scaling so i can just make the ui elements however i want in pixel scaling and it automatically scales everything to the right size without me having to worry about making panels resizable or wtvr ALSO i figured out a name for it! (no it wasnt piku) i shall now call my baby CHISAI (which means tiny in japanese) because this frontend is supposed to be a mini version of another launcher i want to make! (think of it like the dsi and wii) TLDR: input, sizing, and new name
Made it so focusable ui elements do something when you hover them (instead of just drawing a rectangle) and added some juiciness to elements! (will probably get rid of some of the rotation effects tho)
Added a custom animation to the game selection menu and fixed a ui bug concerning hitting the end of elements
OH MY GOSH I GOT GAME LAUNCHING WORKING!!!! also have game icon loading and stuff BUT THATS NOT IMPORTANT OHMYGOSH I GOT IT TO WORK AJHSDFUYHFAGYUEYGHUYGDERYGHYGEDRGYEDRGFYUUYHGETFRDGT
Added scraping via steamgriddb! the image results arent the best and the code is an absolute mess but it WORKS AHAHAHAHAHAHA
Add toggle switch with JUICYYYYY ANIMATIONS and fix background scaling bugs when resizing the window!
TRYING to implement an on-screen keyboard (already have hardware keyboard input working and yes i know it looks horrible atm), fixed some ui bugs, added a dynamic battery icon, added game renaming support, and overall made things look smoother!
GREATLY improved scraping! (instead of freezing every time you scrape something i use multiple cpu threads to scrape something which prevents it from freezing) also moved to love 12 and fixed some bugs with the keyboard
Made it overall look more like my concepts and added hero/background support with a supa rad fade in/out animation!...
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1793541213.080664
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1794146013.080664
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27359
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NyxAero by @nani_r | Stardance
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nani_r
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0
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0.0
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0
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[]
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[]
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Title: NyxAero by @nani_r | Stardance
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1793541214.2873046
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1794146014.2873046
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54442
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My awesome macropad! by @kenisha | Stardance
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kenisha
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @kenisha | Stardanc Title: My awesome macropad! by @kenisha | Stardance...
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1793541215.175503
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1794146015.175503
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39277
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My own site! by @wahiriddhi | Stardance
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wahiriddhi
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @wahiriddhi | Stardance
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1793541216.0590239
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1794146016.0590239
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54443
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a pokemon game based webos by @kevin_fredric | Sta a pokemon game based webos by @kevin_fredric | Stardance...
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kevin_fredric
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0
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0.0
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0
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Title: a pokemon game based webos by @kevin_fredri Title: a pokemon game based webos by @kevin_fredric | Stardance...
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1793541216.9535522
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1794146016.9535522
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13541
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My very own WebOS by @george_guo1 | Stardance
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george_guo1
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @george_guo1 | Stardan Title: My very own WebOS by @george_guo1 | Stardance...
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1793541217.8771546
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1794146017.8771546
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54445
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My awesome macropad! by @Rayhan_avicenn16 | Starda My awesome macropad! by @Rayhan_avicenn16 | Stardance...
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Rayhan_avicenn16
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0
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0.0
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0
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Title: My awesome macropad! by @Rayhan_avicenn16 | Title: My awesome macropad! by @Rayhan_avicenn16 | Stardance...
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1793541218.7870526
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1794146018.7870526
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16647
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My first slack bot! by @Allyispizza | Stardance
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Allyispizza
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Allyispizza | Stard Title: My first slack bot! by @Allyispizza | Stardance...
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1793541221.3117988
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1794146021.3117988
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54446
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CookLens by @Rayhan_avicenn16 | Stardance
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Rayhan_avicenn16
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0
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0.0
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0
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[]
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[]
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Title: CookLens by @Rayhan_avicenn16 | Stardance
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1793541222.4336538
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1794146022.4336538
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54447
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Echoes of the universe by @saii_the_chosen_one0001 Echoes of the universe by @saii_the_chosen_one0001 | Stardance...
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saii_the_chosen_one0001
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0
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0.0
|
0
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[]
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[]
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Title: Echoes of the universe by @saii_the_chosen_ Title: Echoes of the universe by @saii_the_chosen_one0001 | Stardance...
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1793541227.5040355
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1794146027.5040355
|
|
1509
|
Personal Website !! by @shauryaey246 | Stardance
|
shauryaey246
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T16:57:24Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an portfolio website to showcase what i know and who i am. i Built this with the help of HTML, CSS and Javascript. I’ m really satisfied with the UI and content that I added with sincerity.", "repo": "https://github.com/Shaurya-ey/My-Website", "demo": "https://shauryapdev.vercel.app/"}]...
|
[{"post_id": 42620, "ts": "202 [{"post_id": 42620, "ts": "2026-08-07T13:17:52Z", "hours": 6.4411, "text": "Devlog #3 Back again to log what i did HAAHAHAHA… So in short, i have refined my code an UI , added more sections in my portfolio website after satisfied work that i have done. Portfolio website link Also i did some mistakes that i want to mention so that when one starting off with building a website for the first time then they should keep in mind, which are:- While i was refining/improving my mess i found out there were many Typo’s in my code. For example: font-size:.85 (no unit) I used an colour variable which i did’nt even defined, actually i made a list of colours on my notepad but i forgot to define a pink one for the C++ bar in github section. I was really confused how to add a feature for my Guestbook section so that only i can delete or edit the entries. And for which i was using a simple cross feature but the problem is that when i deployed my website then i got to know anyone can delete those entries. Solution? i just used claude, and it suggested me to use and setup a free Supabase database. Now, comes the part where i have taken help of AI in my project: Debugging errors, especially i had to face huge trouble while syncing my github repo’s distribution graph to my website graph in github section. Generating my pixel inspired photo that is on the Home section. Translating what the git errors meant after i’d broken smthing. Colour combination and font size suggestions. Generating my website’s logo. Rest of the things like Themes, font style, layout decisions and arrangements of cards and all the other creative choices are all mine. This what i have i done after my previous session:- I started this project as a single HTML file and till the end and i have worked and made many changes from a simple space themed/astronomical vibe portfolio to an ai/ml themed professional vibe portfolio. I shifted the home page on a little upwards side + changed the font size and colour gradient + pulled down the photo a little bit downward side. Added and deleted contents in about sections + shifted cards so that they look presentable. Added an hobbies part just under the about part. Eddited skills stack. Grinded on what would be layout for my project section as i m into both hardware and software projects. So i planned few things that i implemented too: ->There will be 3 filters : all, software and hardware, -> Each card has a photo banner, and on hover it auto-slides through the project’s photos with little captions. For my telemetry project that means schematic → assembled ->Added github and linkedin buttons too. I struggled with this the most : The github section, i had to face trouble with syncing my distribution graph but i figured it out using AI. Then i fixed the entry of guestbook problem that i have mentioned above. Restructured + refined my UI and Code. That’s it, Thank You!! :))"}, {"post_id": 38753, "ts": "2026-08-01T09:48:21Z", "hours": 13.5089, "text": "Devlog #2 So, i have done so much improvements as well as added sections that feels complete. I’m almost done with design and other thingy. This what i have i done after my previous session:- Reworked on overall theme of the portfolio and added neural themed background. Improved my front page with improvised buttons, current status and new text animation. Created a frame around the photo of mine + added some aurora glow in background. Added new colour text gradient. Modified stat card and area of interest card. Added new skills section with cards and icons. Added project section with my projects that are on github + wrote few lines about my projects + added source/full uploded project that are on github + linked my github profile with an button at the bottom named “view all on github”. Added contact me section with direct message sending feature. Things i have to work on:- Scroll up and down animation. Adjusting margins for front page and other pages. Making front page more clean and presentable. Modify about section with adjusting/arranging cards. Making projects section more organized + feature to segregate hardware from including in software section. Adujsting + resizing github controbution and profile tabs. And make a more clean UI/UX for overall On improving guestbook section. That’s it for now, Thank You!! :))"}, {"post_id": 33460, "ts": "2026-07-23T13:13:07Z", "hours": 5.4161, "text": "Devlog #1 So started off with building my personal portfolio website. What i have done till now in my 1st session ? ->Firstly, I started off with navigation bar that includes: name logo with an orbiting planet animation and some twinkling stars animation + sections of the website(like home, about, projects, journal and contact). + then made it transparent. ->Made my name logo to swing a lil bit (i.e added animation) ->Then added some glow effect for navbar when interacted. ->added my name in bold and some description of what i’m doing and who i am. ->finally added my pixel style photo with some emoji’s floating around it. that’s all."}]...
|
Title: Personal Website !! by @shauryaey246 | Star Title: Personal Website !! by @shauryaey246 | Stardance
Devlogs:
Devlog #1 So started off with building my personal portfolio website. What i have done till now in my 1st session ? ->Firstly, I started off with navigation bar that includes: name logo with an orbiting planet animation and some twinkling stars animation + sections of the website(like home, about, projects, journal and contact). + then made it transparent. ->Made my name logo to swing a lil bit (i.e added animation) ->Then added some glow effect for navbar when interacted. ->added my name in bold and some description of what i’m doing and who i am. ->finally added my pixel style photo with some emoji’s floating around it. that’s all.
Devlog #2 So, i have done so much improvements as well as added sections that feels complete. I’m almost done with design and other thingy. This what i have i done after my previous session:- Reworked on overall theme of the portfolio and added neural themed background. Improved my front page with improvised buttons, current status and new text animation. Created a frame around the photo of mine + added some aurora glow in background. Added new colour text gradient. Modified stat card and area of interest card. Added new skills section with cards and icons. Added project section with my projects that are on github + wrote few lines about my projects + added source/full uploded project that are on github + linked my github profile with an button at the bottom named “view all on github”. Added contact me section with direct message sending feature. Things i have to work on:- Scroll up and down animation. Adjusting margins for front page and other pages. Making front page more clean and presentable. Modify about section with adjusting/arranging cards. Making projects section more organized + feature to segregate hardware from including in software section. Adujsting + resizing github controbution and profile tabs. And make a more clean UI/UX for overall On improving guestbook section. That’s it for now, Thank You!! :))
Devlog #3 Back again to log what i did HAAHAHAHA… So in short, i have refined my code an UI , added more sections in my portfolio website after satisfied work that i have done. Portfolio website link Also i did some mistakes that i want to mention so that when one starting off with building a website for the first time then they should keep in mind, which are:- While i was refining/improving my mess i found out there were many Typo’s in my code. For example: font-size:.85 (no unit) I used an colour variable which i did’nt even defined, actually i made a list of colours on my notepad but i forgot to define a pink one for the C++ bar in github section. I was really confused how to add a feature for my Guestbook section so that only i can delete or edit the entries. And for which i was using a simple cross feature but the problem is that when i deployed my website then i got to know anyone can delete those entries. Solution? i just used claude, and it suggested me to use and setup a free Supabase database. Now, comes the part where i have taken help of AI in my project: Debugging errors, especially i had to face huge trouble while syncing my github repo’s distribution graph to my website graph in github section. Generating my pixel inspired photo that is on the Home section. Translating what the git errors meant after i’d broken smthing. Colour combination and font size suggestions. Generating my website’s logo. Rest of the things like Themes, font style, layout decisions and arrangements of cards and all the other creative choices are all mine. This what i have i done after my previous session:- I started this project as a single HTML file and till the end and i have worked and made many changes from a simple space themed/astronomical vibe portfolio to an ai/ml themed professional vibe portfolio. I shifted the home page on a little upwards side + changed the font size and colour gradient + pulled down the photo a little bit downward side. Added and deleted contents in about sections + shifted cards so that they look presentable. Added an hobbies part just under the about part. Eddited skills stack. Grinded on what would be layout for my project section as i m into both hardware and software projects. So i planned few things that i implemented too: ->There will be 3 filters : all, software and hardware, -> Each card has a photo banner, and on hover it auto-slides through the project’s photos with little captions. For my telemetry project that means schematic → assembled ->Added github and linkedin buttons too. I struggled with this the most : The github section, i had to face trouble with syncing my distribution graph but i figured it out using AI. Then i fixed the entry of guestbook problem that i have mentioned above. Restructured + refined my UI and Code. That’s it, Thank You!! :))
Ships:
I made an portfolio website to showcase what i know and who i am. i Built this with the help of HTML, CSS and Javascript. I’ m really satisfied with the UI and content that I added with sincerity....
|
1793541228.3731813
|
1793627628.3731813
|
|
54448
|
Oreo OS by @oreobiskut_ | Stardance
|
oreobiskut_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Oreo OS by @oreobiskut_ | Stardance
|
1793541229.6281087
|
1794146029.6281087
|
|
54449
|
FunGuy Bot by @The-Nice-One | Stardance
|
The-Nice-One
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: FunGuy Bot by @The-Nice-One | Stardance
|
1793541230.5042307
|
1794146030.5042307
|
|
40221
|
Frictionless by @nvdiya | Stardance
|
nvdiya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @nvdiya | Stardance
|
1793541231.4095912
|
1794146031.4095912
|
|
26608
|
HackSpace by @Rei | Stardance
|
Rei
|
0
|
7.87
|
0
|
[]
|
[{"post_id": 19381, "ts": "202 [{"post_id": 19381, "ts": "2026-06-30T17:57:22Z", "hours": 1.1594, "text": "Still Polishing the Who Are We? Page I applied some more edits to the other pages’ styling and still working on the Who Are We page :> Pls if you have a good idea about the design tell me (STILL WORKING ON THIS)"}, {"post_id": 17555, "ts": "2026-06-28T11:50:58Z", "hours": 1.9439, "text": "Added the WHO ARE WE Page :> I’ve spent the 1.9 hours connecting everything, bcz when I tried to add the WHO ARE WE page I found some bugs, so I fixed them :D Also I redesigned the navbar in a more react-like way And yes, I know, it looks bad. Don’t worry I’m not done with it yet"}, {"post_id": 16976, "ts": "2026-06-27T15:42:56Z", "hours": 3.14, "text": "The Landing Page is Officially Done! Finished up the landing page which is made of: 1. the Nav bar: Edited the style a tiny bit to clean it up. 2. The Hero section: Built it from scratch. 3. The Email-form: Built it from scratch +setup a frontend route so now there is localhost:5173/application-form , but it’s still under construction. Check how it looks now! And yes, the image in the background is from https://hackclub.com"}, {"post_id": 16573, "ts": "2026-06-26T23:09:55Z", "hours": 1.6272, "text": "This is my first devlog :3 What I’ve worked on : 1. Backend: initialized express and got the server running 2. Frontend: setup react and deleted all that useless code. Checked if backend and frontend are connected, then made the navbar"}]...
|
Title: HackSpace by @Rei | Stardance
Devlogs:
Thi Title: HackSpace by @Rei | Stardance
Devlogs:
This is my first devlog :3 What I’ve worked on : 1. Backend: initialized express and got the server running 2. Frontend: setup react and deleted all that useless code. Checked if backend and frontend are connected, then made the navbar
The Landing Page is Officially Done! Finished up the landing page which is made of: 1. the Nav bar: Edited the style a tiny bit to clean it up. 2. The Hero section: Built it from scratch. 3. The Email-form: Built it from scratch +setup a frontend route so now there is localhost:5173/application-form , but it’s still under construction. Check how it looks now! And yes, the image in the background is from https://hackclub.com
Added the WHO ARE WE Page :> I’ve spent the 1.9 hours connecting everything, bcz when I tried to add the WHO ARE WE page I found some bugs, so I fixed them :D Also I redesigned the navbar in a more react-like way And yes, I know, it looks bad. Don’t worry I’m not done with it yet
Still Polishing the Who Are We? Page I applied some more edits to the other pages’ styling and still working on the Who Are We page :> Pls if you have a good idea about the design tell me (STILL WORKING ON THIS)...
|
1793541232.2852545
|
1794146032.2852545
|
|
24618
|
Frictionless by @ddnemet | Stardance
|
ddnemet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @ddnemet | Stardance
|
1793541233.5002635
|
1794146033.5002635
|
|
21009
|
Untitled by @albu_adam | Stardance
|
albu_adam
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @albu_adam | Stardance
|
1793541234.4080508
|
1794146034.4080508
|
|
50557
|
Ghost Shopping's by @ghost_codes | Stardance
|
ghost_codes
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T19:45:29Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an auto cashier like python code for my bigger course project it wasnt that challenging and it isnt something big i am just proud of being able to publish my work and its my first time so if there is any problem pls leave a feedback of what is it and how to fix it", "repo": "https://github.com/GhostOnTopAll/auto-cashier", "demo": "https://railway.com/project/37aa4604-d93f-4ee6-87d9-ef8be13676f5?"}]...
|
[{"post_id": 49134, "ts": "202 [{"post_id": 49134, "ts": "2026-08-17T19:25:47Z", "hours": 0.8017, "text": "this is a big project abt a virtual future mall that includes python machine learning data analysis html digital art embedded system and more"}]...
|
Title: Ghost Shopping's by @ghost_codes | Star Title: Ghost Shopping's by @ghost_codes | Stardance
Devlogs:
this is a big project abt a virtual future mall that includes python machine learning data analysis html digital art embedded system and more
Ships:
i made an auto cashier like python code for my bigger course project it wasnt that challenging and it isnt something big i am just proud of being able to publish my work and its my first time so if there is any problem pls leave a feedback of what is it and how to fix it...
|
1793541235.2871552
|
1793627635.2871552
|
|
30219
|
Untitled by @holy | Stardance
|
holy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @holy | Stardance
|
1793541236.200307
|
1794146036.200307
|
|
38307
|
My 1st 3D printed robotic arm by @atherg | Stardan My 1st 3D printed robotic arm by @atherg | Stardance...
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atherg
|
0
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0.0
|
0
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[]
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[]
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Title: My 1st 3D printed robotic arm by @atherg | Title: My 1st 3D printed robotic arm by @atherg | Stardance...
|
1793541237.0906851
|
1794146037.0906851
|
|
7689
|
Cheapskate scraper by @justindam | Stardance
|
justindam
|
0
|
1.15
|
0
|
[]
|
[{"post_id": 4503, "ts": "2026 [{"post_id": 4503, "ts": "2026-06-07T20:50:38Z", "hours": 1.1469, "text": "I built a working Flask web app that has a search page and JSON API. I have sample products right now but plan on adding Ebay’s api and others to get real updated data. Also need to work on the looks."}]...
|
Title: Cheapskate scraper by @justindam | Stardanc Title: Cheapskate scraper by @justindam | Stardance
Devlogs:
I built a working Flask web app that has a search page and JSON API. I have sample products right now but plan on adding Ebay’s api and others to get real updated data. Also need to work on the looks....
|
1793541238.001409
|
1794146038.001409
|
|
6642
|
Bringing Light to The Darkness by @McKenna | Stard Bringing Light to The Darkness by @McKenna | Stardance...
|
McKenna
|
0
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0.0
|
0
|
[]
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[]
|
Title: Bringing Light to The Darkness by @McKenna Title: Bringing Light to The Darkness by @McKenna | Stardance...
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1793541238.9099362
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1794146038.9099362
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30439
|
Hardscroller by @marcuschan3 | Stardance
|
marcuschan3
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T04:42:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a extension that makes you scroll less/made you use more force. A challenging thing was trying to figure out why Chrome wouldn’t let me unpach the folder and use the extension(I had to change it in TextEdit) PLEASE NOTE that you need to follow the instruction on “See source code” before trying it out.", "repo": "", "demo": ""}]...
|
[{"post_id": 23932, "ts": "202 [{"post_id": 23932, "ts": "2026-07-07T04:20:52Z", "hours": 0.4331, "text": "Made the extension and published it on Github, please try and rate it"}]...
|
Title: Hardscroller by @marcuschan3 | Stardance
D Title: Hardscroller by @marcuschan3 | Stardance
Devlogs:
Made the extension and published it on Github, please try and rate it
Ships:
I made a extension that makes you scroll less/made you use more force. A challenging thing was trying to figure out why Chrome wouldn’t let me unpach the folder and use the extension(I had to change it in TextEdit) PLEASE NOTE that you need to follow the instruction on “See source code” before trying it out....
|
1793541239.8026571
|
1793627639.8026571
|
|
30335
|
my APOD site by @Albert | Stardance
|
Albert
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my APOD site by @Albert | Stardance
|
1793541240.714539
|
1794146040.714539
|
|
15673
|
My awesome macropad! by @Penguin6921 | Stardance
|
Penguin6921
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Penguin6921 | Star Title: My awesome macropad! by @Penguin6921 | Stardance...
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1793541241.6251383
|
1794146041.6251383
|
|
36742
|
My own site! by @ggreshichoudhary | Stardance
|
ggreshichoudhary
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @ggreshichoudhary | Stardan Title: My own site! by @ggreshichoudhary | Stardance...
|
1793541242.5848527
|
1794146042.5848527
|
|
50575
|
NMB by @Ditto | Stardance
|
Ditto
|
2
|
5.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T02:52:50Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Based on 3 feedback, I have added glowing warnings, new effects, and anti-spam click limits.", "repo": "https://github.com/d08835149-prog/NMB", "demo": "https://nmb-alpha.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-23T20:39:09Z", "hours": 4.0, "multiplier": 5.58, "payout": 22, "blessing": "neutral", "text": "I made NMB(a.k.a. No Meaning Button), a global button with no real purpose. Every click increases a shared counter and triggers random visual effects. I originally used Firebase, but switched to Supabase during development. The most challenging part was rebuilding the global counter and real-time synchronization. I’m pround that the final project stayed simple but fun. To test it, just press the button. There is no goal or reward. That’s the point. Live Link: https://nmb-alpha.vercel.app/", "repo": "https://github.com/d08835149-prog/NMB", "demo": "https://nmb-alpha.vercel.app/"}]...
|
[{"post_id": 61249, "ts": "202 [{"post_id": 61249, "ts": "2026-09-04T02:51:06Z", "hours": 0.7281, "text": "Based on 3 pieces of feedback, I have added glowing warning, new effects, and anti-spam click limits."}, {"post_id": 53334, "ts": "2026-08-23T20:25:20Z", "hours": 1.2342, "text": "Just finished NMB — a button that does absolutely nothing, except cause random visual chaos."}, {"post_id": 52507, "ts": "2026-08-22T17:26:18Z", "hours": 2.7892, "text": "I made a normal(?) button that looks like no functions….But why did it takes so long?……hmm… someone guess?"}]...
|
Title: NMB by @Ditto | Stardance
Devlogs:
I made Title: NMB by @Ditto | Stardance
Devlogs:
I made a normal(?) button that looks like no functions….But why did it takes so long?……hmm… someone guess?
Just finished NMB — a button that does absolutely nothing, except cause random visual chaos.
Based on 3 pieces of feedback, I have added glowing warning, new effects, and anti-spam click limits.
Ships:
I made NMB(a.k.a. No Meaning Button), a global button with no real purpose. Every click increases a shared counter and triggers random visual effects. I originally used Firebase, but switched to Supabase during development. The most challenging part was rebuilding the global counter and real-time synchronization. I’m pround that the final project stayed simple but fun. To test it, just press the button. There is no goal or reward. That’s the point. Live Link: https://nmb-alpha.vercel.app/
Based on 3 feedback, I have added glowing warnings, new effects, and anti-spam click limits....
|
1793541243.4957297
|
1793627643.4957297
|
|
10471
|
My awesome macropad! by @Vikky | Stardance
|
Vikky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Vikky | Stardance
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1793541244.6950314
|
1794146044.6950314
|
|
23088
|
My awesome macropad! by @Vihaankorat1 | Stardance
|
Vihaankorat1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Vihaankorat1 | Sta Title: My awesome macropad! by @Vihaankorat1 | Stardance...
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1793541245.6094055
|
1794146045.6094055
|