|
39623
|
RoguePong by @QuintipleAce | Stardance
|
QuintipleAce
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T13:20:10Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am creating a single player roguelike pong game, which I had the base built before uploading here and realizing the whole hackatime system. š« Anyways, I added an extra trajectory to the ball when it hits a paddle at a certain distance from its middle. This is a classic Pong mechanic that just feels right to add and adds controllability or even chaos to the loop. Better than expected ā
Iāll be honest, I thought I would take longer because of having to manage small values, but I managed to do well within a good time frame and no outside help. I hope this project will grow quickly and Iām looking forward to how I might improve. Thanks for reading :)", "repo": "https://github.com/QuintipleAce/Roguepong", "demo": "https://quintipleace.itch.io/roguepong"}]...
|
[{"post_id": 35168, "ts": "202 [{"post_id": 35168, "ts": "2026-07-26T12:53:22Z", "hours": 0.6903, "text": "Devlog #0 š¾ I am creating a single player roguelike pong game, which I had the base built before uploading here and realizing the whole hackatime system. š« Anyways, I added an extra trajectory to the ball when it hits a paddle at a certain distance from its middle. This is a classic Pong mechanic that just feels right to add and adds controllability or even chaos to the loop. Better than expected ā
Iāll be honest, I thought I would take longer because of having to manage small values, but I managed to do well within a good time frame and no outside help. I hope this project will grow quickly and Iām looking forward to how I might improve. Thanks for reading :)"}]...
|
Title: RoguePong by @QuintipleAce | Stardance
Dev Title: RoguePong by @QuintipleAce | Stardance
Devlogs:
Devlog #0 š¾ I am creating a single player roguelike pong game, which I had the base built before uploading here and realizing the whole hackatime system. š« Anyways, I added an extra trajectory to the ball when it hits a paddle at a certain distance from its middle. This is a classic Pong mechanic that just feels right to add and adds controllability or even chaos to the loop. Better than expected ā
Iāll be honest, I thought I would take longer because of having to manage small values, but I managed to do well within a good time frame and no outside help. I hope this project will grow quickly and Iām looking forward to how I might improve. Thanks for reading :)
Ships:
I am creating a single player roguelike pong game, which I had the base built before uploading here and realizing the whole hackatime system. š« Anyways, I added an extra trajectory to the ball when it hits a paddle at a certain distance from its middle. This is a classic Pong mechanic that just feels right to add and adds controllability or even chaos to the loop. Better than expected ā
Iāll be honest, I thought I would take longer because of having to manage small values, but I managed to do well within a good time frame and no outside help. I hope this project will grow quickly and Iām looking forward to how I might improve. Thanks for reading :)...
|
1793332422.9370236
|
1793418822.9370236
|
|
38278
|
HyprStats by @xcelek-dev | Stardance
|
xcelek-dev
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T16:26:25Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HyprStats is a lightweight desktop system monitor widget for Hyprland on Arch Linux. It removes the friction of opening a terminal just to check CPU/GPU temps, RAM, disk, or network usage - instead showing live stats (with mini history graphs) one hover away, integrated directly into the Mewline status bar. Fully customizable via a plain config.json - colors, position, and which metrics show - with zero code editing required.", "repo": "https://github.com/Frantisek-Vojta/HyprStats", "demo": "https://github.com/Frantisek-Vojta/HyprStats/releases/tag/v1.0.0"}]...
|
[{"post_id": 36454, "ts": "202 [{"post_id": 36454, "ts": "2026-07-28T16:07:14Z", "hours": 0.5369, "text": "FOR REVIEWERS: HERE YOU CAN SEE HOW THE SW HELPS, WHY I CREATED IT AND MORE: https://github.com/Frantisek-Vojta/HyprStats/blob/main/README.md DEVLOG #7 the project is finished: https://github.com/Frantisek-Vojta/HyprStats"}, {"post_id": 35895, "ts": "2026-07-27T16:56:29Z", "hours": 0.2808, "text": "DEVLOG #6 hi guys š how your day is going?"}, {"post_id": 35419, "ts": "2026-07-26T20:13:56Z", "hours": 0.4608, "text": "DEVLOG #5 Added an MIT license - if this thing somehow melts your RAM, thatās between you and the software now, not me. š„"}, {"post_id": 35129, "ts": "2026-07-26T11:33:18Z", "hours": 1.325, "text": "DEVLOG #4 added congif.json so everybody can edit colors, icons, fontsize by theyown"}, {"post_id": 34770, "ts": "2026-07-25T19:15:18Z", "hours": 1.5567, "text": "DEVLOG #3 today really hard day :/ i added install.sh so whoever clone this repo from github have easy install, it was really hard. I improved UI, readme, button for top bar so its really widget. stay tuned guys."}, {"post_id": 34249, "ts": "2026-07-24T19:47:57Z", "hours": 1.5278, "text": "DEVLOG #2 i improved ui and added date and network speeds"}, {"post_id": 33990, "ts": "2026-07-24T11:47:50Z", "hours": 3.4633, "text": "DEVLOG #1 HyprStats is a custom desktop widget built for Hyprland on Arch Linux, designed to display real-time system metrics in a translucent purple-themed overlay. The interface uses Python with GTK3, psutil for data collection, and cairoSVG to render embedded Font Awesome icons directly in memory. Currently it shows RAM, CPU, GPU, and DISK usage with temperature readouts, all arranged in a clean grid layout with live updates every second. High-load notifications via notify-send alert when CPU or RAM exceed 90%. Future plans include network speed monitoring, configurable notification thresholds, and optional autostart integration for Hyprland."}]...
|
Title: HyprStats by @xcelek-dev | Stardance
Devlo Title: HyprStats by @xcelek-dev | Stardance
Devlogs:
DEVLOG #1 HyprStats is a custom desktop widget built for Hyprland on Arch Linux, designed to display real-time system metrics in a translucent purple-themed overlay. The interface uses Python with GTK3, psutil for data collection, and cairoSVG to render embedded Font Awesome icons directly in memory. Currently it shows RAM, CPU, GPU, and DISK usage with temperature readouts, all arranged in a clean grid layout with live updates every second. High-load notifications via notify-send alert when CPU or RAM exceed 90%. Future plans include network speed monitoring, configurable notification thresholds, and optional autostart integration for Hyprland.
DEVLOG #2 i improved ui and added date and network speeds
DEVLOG #3 today really hard day :/ i added install.sh so whoever clone this repo from github have easy install, it was really hard. I improved UI, readme, button for top bar so its really widget. stay tuned guys.
DEVLOG #4 added congif.json so everybody can edit colors, icons, fontsize by theyown
DEVLOG #5 Added an MIT license - if this thing somehow melts your RAM, thatās between you and the software now, not me. š„
DEVLOG #6 hi guys š how your day is going?
FOR REVIEWERS: HERE YOU CAN SEE HOW THE SW HELPS, WHY I CREATED IT AND MORE: https://github.com/Frantisek-Vojta/HyprStats/blob/main/README.md DEVLOG #7 the project is finished: https://github.com/Frantisek-Vojta/HyprStats
Ships:
HyprStats is a lightweight desktop system monitor widget for Hyprland on Arch Linux. It removes the friction of opening a terminal just to check CPU/GPU temps, RAM, disk, or network usage - instead showing live stats (with mini history graphs) one hover away, integrated directly into the Mewline status bar. Fully customizable via a plain config.json - colors, position, and which metrics show - with zero code editing required....
|
1793332426.909172
|
1793418826.909172
|
|
50299
|
My very own WebOS by @qkoko | Stardance
|
qkoko
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @qkoko | Stardance
|
1793332428.1401205
|
1793937228.1401205
|
|
45434
|
My first slack bot! by @Hoopz | Stardance
|
Hoopz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Hoopz | Stardance
|
1793332429.0523832
|
1793937229.0523832
|
|
45435
|
My awesome macropad! by @chenyanhao2008 | Stardanc My awesome macropad! by @chenyanhao2008 | Stardance...
|
chenyanhao2008
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @chenyanhao2008 | S Title: My awesome macropad! by @chenyanhao2008 | Stardance...
|
1793332429.9895205
|
1793937229.9895205
|
|
45436
|
My first slack bot! by @iamdeathgod | Stardance
|
iamdeathgod
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @iamdeathgod | Stard Title: My first slack bot! by @iamdeathgod | Stardance...
|
1793332430.9067092
|
1793937230.9067092
|
|
38792
|
No-inference by @TheShovel | Stardance
|
TheShovel
|
2
|
83.0
|
758
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T21:19:17Z", "hours": 12.0, "multiplier": 18.1, "payout": 224, "blessing": "neutral", "text": "Since the last ship, i have added some very basic coding capabilities. Its not great, but its something. I thought id be more motivated to work on this but i guess i was wrong⦠found something else im more interested in working on instead! So here i am banking my points with a half baked devlog at midnight. Check my profile for my new cool awesome project :D", "repo": "https://github.com/TheShovel/no-inference", "demo": "https://theshovel.rocks/no-inference/"}, {"ship_num": 2, "ts": "2026-08-02T22:15:54Z", "hours": 71.0, "multiplier": 17.78, "payout": 534, "blessing": "neutral", "text": "This is a research project that i did out of curiosity. My question was ādo we even need LLMs for agentic chatbots?ā. So i tried to build one that doesnt use LLMs and is instead hand written systems. This started fun, but slowly turned into iterative hell, and i came to a conclusion. Is it possible? Yes, definitely. Is anyone gonna do it? HELL NO. Theres a reason the companies who do this decided to go the destroy the environment and use up money and resources route. ITS EASIER. If that doesnt explain it, than idk what does. Test it out, see what you think, its not great and doesnt have a lot of data in it, but i sure did try!", "repo": "https://github.com/TheShovel/no-inference", "demo": "https://theshovel.rocks/no-inference/"}]...
|
[{"post_id": 48493, "ts": "202 [{"post_id": 48493, "ts": "2026-08-16T21:17:03Z", "hours": 2.385, "text": "ok yeah im done for real now. This it. Last one. I just worked on improving its coding capabilities⦠a little. its still not great, but its still something. Pretty much making this devlog just to bank it the last few hours on this project."}, {"post_id": 42425, "ts": "2026-08-07T03:43:01Z", "hours": 10.0039, "text": "i think i am some kind of masochist cuz for some reason i keep coming back to this project. for some reason i still think this could be something bigger, even though i doubt ill reach that point. well, anyway, i started working on its coding capabilities! still pretty basic and rough, but it does work and it does seem to scale decently! you can ask it to make edits, add logging and explain the code and so on. pretty cooool ok back to data engineering hell i go"}, {"post_id": 39745, "ts": "2026-08-02T22:11:45Z", "hours": 14.5353, "text": "ok, im gonna be so deadass, im so done with this project. This is it, this is the state im leaving it in. It was fun at the start but now its just very frustrating and boring to look at walls of data go on my screen and me going āyep that looks good enoughā. I want to work on cooler things that interest me more, so this project, is done. Since last time i implemented: text editing coding capabilities typo detection and fixing more templates and so on. Thats it. It was a interesting research project, but i think i came to a conclusion: The reason why no one did this, is because it is stupidly tedious. Training a classic LLM is so much easier even if it destroys the environment and costs a lot of money. Its a lot less human work, which i guess is more valuable than anything. If we should learn a lesson from this, is that humans cant be replaced, and our efforts are worth more than we think. Also i made a website"}, {"post_id": 36947, "ts": "2026-07-29T11:08:57Z", "hours": 33.0328, "text": "First of all, i again didnt do devlogs every day because i wasnt sure where this project was going. I couldnt tell if it as going to work or not or if it was even viable. But, now i think i can start making some actual consistent devlogs, because i think its working! This is a no-inference chatbot, its meant to function like chatgpt and all the other slop generators out there, BUT, without an LLM AT ALL! Thats right. Its all just hand made agorithms, web search and data association. This project has been a pain in the butt to work on due to how tedious it is, but its finally starting to shape up. As you can see, it can respond to basic greetings, write essays, iterate on them and so on. It fails quite often due to its lack of information but thats nothing that cant be fixed with more templates and data. Ill be going back to the grind and try to improve this further, because of how much time and effort building this takes idk how much further i can get it, but ill try my best. When i reach a point where i go āok yeah this is all i feel like doingā, im going to build an api server people can host and document it and call it done. This really is more of an experiment and research project rather than a thing i know i can give people to use in a āproductionā environment if you know what i mean. Ok yeah anyway see yah mwah"}, {"post_id": 34566, "ts": "2026-07-25T12:04:49Z", "hours": 23.0139, "text": "Hi! so, i am making this devlog with 15 hours on record because i was honestly not sure if this would work. In my last stardance project, i tried making an agentic chatbot utilizing LLMs, but trying to make it as light and as compatible as possible so it can run even on my poopy 7gb of ram laptop. That whole thing got me thinking. Do we even need LLMs? Do we even need generative AI for this? So this project started. This is an attempt at making agentic AI without LLMs, or weights or anything similar. The entire idea is that this can be fast and easily modified without having to use an entire datacenter to retrain the model, because there is no model. Right now, i have worked on a conversational āengineā, that basically puts words together algorithmically by detecting certain properties from the users prompt. Its not very impressive right now, but i think im onto something that could be quite a big deal if i get right. I dont even know if this project will be shippable but ill still document its development because i think its interesting. Alright smooches! See you later! <3"}]...
|
Title: No-inference by @TheShovel | Stardance
Dev Title: No-inference by @TheShovel | Stardance
Devlogs:
Hi! so, i am making this devlog with 15 hours on record because i was honestly not sure if this would work. In my last stardance project, i tried making an agentic chatbot utilizing LLMs, but trying to make it as light and as compatible as possible so it can run even on my poopy 7gb of ram laptop. That whole thing got me thinking. Do we even need LLMs? Do we even need generative AI for this? So this project started. This is an attempt at making agentic AI without LLMs, or weights or anything similar. The entire idea is that this can be fast and easily modified without having to use an entire datacenter to retrain the model, because there is no model. Right now, i have worked on a conversational āengineā, that basically puts words together algorithmically by detecting certain properties from the users prompt. Its not very impressive right now, but i think im onto something that could be quite a big deal if i get right. I dont even know if this project will be shippable but ill still document its development because i think its interesting. Alright smooches! See you later! <3
First of all, i again didnt do devlogs every day because i wasnt sure where this project was going. I couldnt tell if it as going to work or not or if it was even viable. But, now i think i can start making some actual consistent devlogs, because i think its working! This is a no-inference chatbot, its meant to function like chatgpt and all the other slop generators out there, BUT, without an LLM AT ALL! Thats right. Its all just hand made agorithms, web search and data association. This project has been a pain in the butt to work on due to how tedious it is, but its finally starting to shape up. As you can see, it can respond to basic greetings, write essays, iterate on them and so on. It fails quite often due to its lack of information but thats nothing that cant be fixed with more templates and data. Ill be going back to the grind and try to improve this further, because of how much time and effort building this takes idk how much further i can get it, but ill try my best. When i reach a point where i go āok yeah this is all i feel like doingā, im going to build an api server people can host and document it and call it done. This really is more of an experiment and research project rather than a thing i know i can give people to use in a āproductionā environment if you know what i mean. Ok yeah anyway see yah mwah
ok, im gonna be so deadass, im so done with this project. This is it, this is the state im leaving it in. It was fun at the start but now its just very frustrating and boring to look at walls of data go on my screen and me going āyep that looks good enoughā. I want to work on cooler things that interest me more, so this project, is done. Since last time i implemented: text editing coding capabilities typo detection and fixing more templates and so on. Thats it. It was a interesting research project, but i think i came to a conclusion: The reason why no one did this, is because it is stupidly tedious. Training a classic LLM is so much easier even if it destroys the environment and costs a lot of money. Its a lot less human work, which i guess is more valuable than anything. If we should learn a lesson from this, is that humans cant be replaced, and our efforts are worth more than we think. Also i made a website
i think i am some kind of masochist cuz for some reason i keep coming back to this project. for some reason i still think this could be something bigger, even though i doubt ill reach that point. well, anyway, i started working on its coding capabilities! still pretty basic and rough, but it does work and it does seem to scale decently! you can ask it to make edits, add logging and explain the code and so on. pretty cooool ok back to data engineering hell i go
ok yeah im done for real now. This it. Last one. I just worked on improving its coding capabilities⦠a little. its still not great, but its still something. Pretty much making this devlog just to bank it the last few hours on this project.
Ships:
This is a research project that i did out of curiosity. My question was ādo we even need LLMs for agentic chatbots?ā. So i tried to build one that doesnt use LLMs and is instead hand written systems. This started fun, but slowly turned into iterative hell, and i came to a conclusion. Is it possible? Yes, definitely. Is anyone gonna do it? HELL NO. Theres a reason the companies who do this decided to go the destroy the environment and use up money and resources route. ITS EASIER. If that doesnt explain it, than idk what does. Test it out, see what you think, its not great and doesnt have a lot of data in it, but i sure did try!
Since the last ship, i have added some very basic coding capabilities. Its not great, but its something. I thought id be more motivated to work on this but i guess i was wrong⦠found something else im more interested in working on instead! So here i am banking my points with a half baked devlog at midnight. Check my profile for my new cool awesome project :D...
|
1793332431.8097887
|
1793418831.8097887
|
|
45438
|
Frictionless by @Dhavii | Stardance
|
Dhavii
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Dhavii | Stardance
|
1793332433.000768
|
1793937233.000768
|
|
45439
|
Buto by @AkshatBansal | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Buto by @AkshatBansal | Stardance
|
1793332433.9254234
|
1793937233.9254234
|
|
45440
|
radio by @TiredTiddles | Stardance
|
TiredTiddles
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: radio by @TiredTiddles | Stardance
|
1793332434.8501303
|
1793937234.8501303
|
|
24254
|
Miniature Mars Rover by @PRIKLY | Stardance
|
PRIKLY
|
1
|
24.0
|
451
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T05:02:28Z", "hours": 24.0, "multiplier": 18.84, "payout": 451, "blessing": "neutral", "text": "I made a Miniature Mars Rover, to stop costs and make rovers mass produced so we can find out more about Mars. I am really proud of myself because I made everything except for a wheel and camera by myself as a beginner Onshape user, I feel like Iāve done well. I went through a lot of problems and glitches but somehow resolved those after watching intense YouTube videos on solutions. I hope all of you see all the hard work Iāve put in the past month and give me a nice vote so I can get a pound of fudge :DDD hehehe. Thanks everybody and whoever supported me on this mission!", "repo": "https://github.com/PriklyParthiki/Mars-Rover", "demo": "https://makerworld.com/en/models/3211802-miniature-mars-rover"}]...
|
[{"post_id": 45016, "ts": "202 [{"post_id": 45016, "ts": "2026-08-11T04:51:22Z", "hours": 0.3517, "text": "Mini Mars Rover Itās shortened, cuz of rules so read the actual readme What Is It? It is a Mars rover, made to be small and basically a mini version of a rover. Why is it mini? This is because regular-sized rovers are about 10 feet long; this rover is about 3 feet. Big rovers cost lots of money, effort, and time because they are huge and cannot be mass-produced, not to mention the amount of effort required to make sure this 10-foot gargantuan lands properly. What Does It Contain? Rocker-Bogie System & Wheels Letās start with the structure that holds up the rover and helps it roll through the Martian environment. This structure is called a Rocker-Bogie system . It consists of 2 parts of the wheel framework that attach to each other and rotate. The two parts allow the whole vehicle to be stable, which is extremely important on Mars. This rotation allows the rover to go over several bumps or tiny high hills without crashing. Next are the wheels: heavy-duty wheels scaled to fit the robot. They rotate and feature grooves for better grip, made with plastic and metal. Cameras, Antennas & Power If you turn my robot around, on the back it has cameras that allow the vehicle to see behind it. On top of the body, at the very top, there is a Pancam Mast Assembly (PMA) āa tall elevated mast used on my rover to hold panoramic and navigation cameras (similar to the Spirit and Opportunity rovers). The top also contains a solar panel so these mini ālil bots can harvest solar energy to work. I decided against using radioactive plutonium as a power/heat source because it would be expensive and difficult to use. Next, it has a Low Gain Antenna that looks like a stick. It serves as a backup or failsafe to receive direct-from-Earth commands without needing to precisely point, unlike the High Gain Antenna (which looks like a broken pickleball paddle) that concentrates its signal in a focused beam. Internal Mechanisms & Robotic Arms Inside the front of the roverās body, there is a pair of hinged doors that open and close to protect the interior. Behind those doors are two rods and two mechanical arms: Claw Arm: Made of 3 parts (2 long metal strips connected together and a claw that can adjust its grip size). Drill Arm: Equipped with a drill bit used to break martian materials for sample storage. Each arm stands on a rod, allowing them to change direction vertically and making the process of extracting materials very easy. Additionally, two solar panels attach to a cylindrical piston that expands and retracts to push the panels out or pull them inside safely at night. Mars Ascent Vehicles (MAV) Finally, stored at the back are 4 Mars Ascent Vehicles (MAV) . The robot stores collected samples inside these rockets, allowing them to eject and safely travel back to Earth for further experimentation. Have fun, and be sure to give me a nice rating so I can get some nice prizes!! :D"}, {"post_id": 44763, "ts": "2026-08-10T19:15:54Z", "hours": 0.5322, "text": "Devlog #7 OH GOLLY GEE! GUYS I AM VERY CLOSE TO FINISHING THIS PROJECT!! For the past hour, I have been designing one of my last attributes to my mini mars rover, which is MAV!! AKA The Mars Ascent Vehicle used to store samples to ship them back to Earth! They are placed in the very bottom of my Rover, and will be ejected out of the rover when samples are collected successfully!! What do you guys think of my project!!"}, {"post_id": 42742, "ts": "2026-08-07T16:47:54Z", "hours": 4.0042, "text": "DEVLOG #5 HI GUYS!! For the last 4 hours I have been designing a High-Gain Antenna, like the one in Perseverance, it has a flat panel antenna that revolves and focuses power in a beam . It allows the rover to send info like pictures to Earth and receive commands and instructions. I have also redesigned the claws , by adding a long stick so the claw can move up and down. I un-glitched the original claw that I was crashing out on, (The devlog thats after 2, but behind 3) and added limits so the claw wouldnāt turn on itself I then made another instrument- a claw- but this time it had a drill bit , so the rover could interact with Martian material and drill through it. I also fixed up the rover and made sure there were no errors. THANKS FOR READING!!!"}, {"post_id": 42098, "ts": "2026-08-06T17:42:07Z", "hours": 3.8094, "text": "Devlog #4 HI GUYS! For the last 4 hours , I was planning and designing an ACTUAL āRocker-Bogieā system. What is a āRocker-Bogieā system? āA specialized, spring-less suspension arrangement used on wheeled vehiclesāmost famously NASAās Mars rovers like Curiosity and Perseverance . It uses clever geometry and pivoting arms to climb over large rocks and rough ground while keeping all wheels firmly on the surface,ā (According to several sources) . Progress & Changes In the past, I only had a simple framework, with no joints, just a few bars that would hold the wheels without any suspension , but now I have deleted my old design and turned it into a more complicated but better design. I had to put parts together and find a way to keep it the same size with a different design. Hereās how it turned out!"}, {"post_id": 40353, "ts": "2026-08-03T20:01:04Z", "hours": 4.3903, "text": "DEVLOG 3 Hi everyone! How are yāall doing? Iām keeping this one short so our fried attention spans actually can read this!! Progress Update (Past 5 Hours): Solar Panel Implementation: Added top solar panels and worked on retractable versions. Mechanism Iteration: * Initially tried a 4-arm bending mechanism to unfold the solar panels, but the arms wouldnāt fold or extend properly. Switched to a piston-like cylinder mechanism that extends the panels smoothly instead. Playability: You guys can play around with this mechanism once Iām done! Antenna Work: Partially created a low-gain antenna. THANKS FOR READING! FEEL FREE TO ASK QUESTIONS!!! (this pic is the retractable part that didnāt ) work"}, {"post_id": 39684, "ts": "2026-08-02T20:21:59Z", "hours": 3.0975, "text": "ššš I am genuinely suffering in hell because of freaking onshape, my eyes are going to fall out of my head , thatās how frustrated I am. For those wondering why, I was designing a claw for the robot and all was going well until it started glitching and phasing thru each other, so I am now trying to fix that. On top of that my time isnāt logged so I may have just spent 3 hours just for it to not get logged. AHHHHGGHHHH!!! ššš genuinely what is this BTW:this is devlog #3"}, {"post_id": 30088, "ts": "2026-07-17T12:01:50Z", "hours": 3.56, "text": "DEVLOG: 02 HI GUYS!! How are yāall doing? For those who donāt know, I am creating a mini Mars rover - ALL FROM SCRATCH (AHHHGHH) - on Onshape (a cad software), while I am importing a few parts like the cameras and wheels, everything else is made by myself. My Mars rover is based off of a rover called āPerseveranceā, which is a famous Mars rover. Previously, I did lots of research on the wheels and what type of build it should be to be successful on Mars. Anyway ~ Right now, I have added the wheels and the wheel framework to attach these beautiful bluish saucers onto this beautiful structure!! āYAy, iT finAlLy looKS liKe an actual roBoT ANd NoT A WEIRd MICroWAVe!!ā Yes, I know, I know guys, thanks for your complimentsšš!! I ran into a couple of problems on Onshape: my first being that the Assembly tab wouldnāt update even when I changed my parts in my part studio. Basically, this meant that I had to undo all of the mates and redo the build and redo the mates again!! I tried to troubleshoot and watched a ton of videos to try and change the settings or use weird tools but nothing worked, so I basically wasted hours just trying to find a solution. SIGH (For those who donāt use CAD, a mate is something that connects your parts together, you make things in the Part Studio, and you build and assemble in the Assembly studio!) I also had to redesign my parts in the part studio because the mates wouldnāt stick on the weird cylindrical surface, and I couldnāt add a mate connector because⦠well I still donāt know, but whatās a little mystery to spice up life? Eh?! Soon, I stumbled upon a mysterious tool that allowed me to swap out my parts in the Assembly studio, called āReplace Instanceā which basically replaced any part in my Assembly studio, which basically saved me a ton of time!! So far, I have also added WORKING HINGE DOORS YAY! As well as a few different parts to ensure all of my parts stuck to each other! Anyway, thatās it, and here are some pics!!!ššš"}, {"post_id": 18854, "ts": "2026-06-30T01:49:27Z", "hours": 4.1825, "text": "Mars Rover I decided to try and recreate Perseverance (a type of Mars rover ), except my rover would be more small and cost efficient meaning I would try and use the least amount of material so in theory more of my small rovers could be mass produced. I carefully researched Perseverance and kept the parts that were absolutely needed for a Rover, and discarded the ones that wouldnāt be needed as much. As of now, I need a camera for surveillance and observations, while I need to keep some in the front and back so my Rover knows where to avoid and go. My rover also needs solar panels for energy, and arms to interact with Marsās environment. So far I have made the cameras, the main body, figured out the proportions and sizes, and framework. I think this project may take 10+ hours, but stay tuned to find out!! :D"}]...
|
Title: Miniature Mars Rover by @PRIKLY | Stardance Title: Miniature Mars Rover by @PRIKLY | Stardance
Devlogs:
Mars Rover I decided to try and recreate Perseverance (a type of Mars rover ), except my rover would be more small and cost efficient meaning I would try and use the least amount of material so in theory more of my small rovers could be mass produced. I carefully researched Perseverance and kept the parts that were absolutely needed for a Rover, and discarded the ones that wouldnāt be needed as much. As of now, I need a camera for surveillance and observations, while I need to keep some in the front and back so my Rover knows where to avoid and go. My rover also needs solar panels for energy, and arms to interact with Marsās environment. So far I have made the cameras, the main body, figured out the proportions and sizes, and framework. I think this project may take 10+ hours, but stay tuned to find out!! :D
DEVLOG: 02 HI GUYS!! How are yāall doing? For those who donāt know, I am creating a mini Mars rover - ALL FROM SCRATCH (AHHHGHH) - on Onshape (a cad software), while I am importing a few parts like the cameras and wheels, everything else is made by myself. My Mars rover is based off of a rover called āPerseveranceā, which is a famous Mars rover. Previously, I did lots of research on the wheels and what type of build it should be to be successful on Mars. Anyway ~ Right now, I have added the wheels and the wheel framework to attach these beautiful bluish saucers onto this beautiful structure!! āYAy, iT finAlLy looKS liKe an actual roBoT ANd NoT A WEIRd MICroWAVe!!ā Yes, I know, I know guys, thanks for your complimentsšš!! I ran into a couple of problems on Onshape: my first being that the Assembly tab wouldnāt update even when I changed my parts in my part studio. Basically, this meant that I had to undo all of the mates and redo the build and redo the mates again!! I tried to troubleshoot and watched a ton of videos to try and change the settings or use weird tools but nothing worked, so I basically wasted hours just trying to find a solution. SIGH (For those who donāt use CAD, a mate is something that connects your parts together, you make things in the Part Studio, and you build and assemble in the Assembly studio!) I also had to redesign my parts in the part studio because the mates wouldnāt stick on the weird cylindrical surface, and I couldnāt add a mate connector because⦠well I still donāt know, but whatās a little mystery to spice up life? Eh?! Soon, I stumbled upon a mysterious tool that allowed me to swap out my parts in the Assembly studio, called āReplace Instanceā which basically replaced any part in my Assembly studio, which basically saved me a ton of time!! So far, I have also added WORKING HINGE DOORS YAY! As well as a few different parts to ensure all of my parts stuck to each other! Anyway, thatās it, and here are some pics!!!ššš
ššš I am genuinely suffering in hell because of freaking onshape, my eyes are going to fall out of my head , thatās how frustrated I am. For those wondering why, I was designing a claw for the robot and all was going well until it started glitching and phasing thru each other, so I am now trying to fix that. On top of that my time isnāt logged so I may have just spent 3 hours just for it to not get logged. AHHHHGGHHHH!!! ššš genuinely what is this BTW:this is devlog #3
DEVLOG 3 Hi everyone! How are yāall doing? Iām keeping this one short so our fried attention spans actually can read this!! Progress Update (Past 5 Hours): Solar Panel Implementation: Added top solar panels and worked on retractable versions. Mechanism Iteration: * Initially tried a 4-arm bending mechanism to unfold the solar panels, but the arms wouldnāt fold or extend properly. Switched to a piston-like cylinder mechanism that extends the panels smoothly instead. Playability: You guys can play around with this mechanism once Iām done! Antenna Work: Partially created a low-gain antenna. THANKS FOR READING! FEEL FREE TO ASK QUESTIONS!!! (this pic is the retractable part that didnāt ) work
Devlog #4 HI GUYS! For the last 4 hours , I was planning and designing an ACTUAL āRocker-Bogieā system. What is a āRocker-Bogieā system? āA specialized, spring-less suspension arrangement used on wheeled vehiclesāmost famously NASAās Mars rovers like Curiosity and Perseverance . It uses clever geometry and pivoting arms to climb over large rocks and rough ground while keeping all wheels firmly on the surface,ā (According to several sources) . Progress & Changes In the past, I only had a simple framework, with no joints, just a few bars that would hold the wheels without any suspension , but now I have deleted my old design and turned it into a more complicated but better design. I had to put parts together and find a way to keep it the same size with a different design. Hereās how it turned out!
DEVLOG #5 HI GUYS!! For the last 4 hours I have been designing a High-Gain Antenna, like the one in Perseverance, it has a flat panel antenna that revolves and focuses power in a beam . It allows the rover to send info like pictures to Earth and receive commands and instructions. I have also redesigned the claws , by adding a long stick so the claw can move up and down. I un-glitched the original claw that I was crashing out on, (The devlog thats after 2, but behind 3) and added limits so the claw wouldnāt turn on itself I then made another instrument- a claw- but this time it had a drill bit , so the rover could interact with Martian material and drill through it. I also fixed up the rover and made sure there were no errors. THANKS FOR READING!!!
Devlog #7 OH GOLLY GEE! GUYS I AM VERY CLOSE TO FINISHING THIS PROJECT!! For the past hour, I have been designing one of my last attributes to my mini mars rover, which is MAV!! AKA The Mars Ascent Vehicle used to store samples to ship them back to Earth! They are placed in the very bottom of my Rover, and will be ejected out of the rover when samples are collected successfully!! What do you guys think of my project!!
Mini Mars Rover Itās shortened, cuz of rules so read the actual readme What Is It? It is a Mars rover, made to be small and basically a mini version of a rover. Why is it mini? This is because regular-sized rovers are about 10 feet long; this rover is about 3 feet. Big rovers cost lots of money, effort, and time because they are huge and cannot be mass-produced, not to mention the amount of effort required to make sure this 10-foot gargantuan lands properly. What Does It Contain? Rocker-Bogie System & Wheels Letās start with the structure that holds up the rover and helps it roll through the Martian environment. This structure is called a Rocker-Bogie system . It consists of 2 parts of the wheel framework that attach to each other and rotate. The two parts allow the whole vehicle to be stable, which is extremely important on Mars. This rotation allows the rover to go over several bumps or tiny high hills without crashing. Next are the wheels: heavy-duty wheels scaled to fit the robot. They rotate and feature grooves for better grip, made with plastic and metal. Cameras, Antennas & Power If you turn my robot around, on the back it has cameras that allow the vehicle to see behind it. On top of the body, at the very top, there is a Pancam Mast Assembly (PMA) āa tall elevated mast used on my rover to hold panoramic and navigation cameras (similar to the Spirit and Opportunity rovers). The top also contains a solar panel so these mini ālil bots can harvest solar energy to work. I decided against using radioactive plutonium as a power/heat source because it would be expensive and difficult to use. Next, it has a Low Gain Antenna that looks like a stick. It serves as a backup or failsafe to receive direct-from-Earth commands without needing to precisely point, unlike the High Gain Antenna (which looks like a broken pickleball paddle) that concentrates its signal in a focused beam. Internal Mechanisms & Robotic Arms Inside the front of the roverās body, there is a pair of hinged doors that open and close to protect the interior. Behind those doors are two rods and two mechanical arms: Claw Arm: Made of 3 parts (2 long metal strips connected together and a claw that can adjust its grip size). Drill Arm: Equipped with a drill bit used to break martian materials for sample storage. Each arm stands on a rod, allowing them to change direction vertically and making the process of extracting materials very easy. Additionally, two solar panels attach to a cylindrical piston that expands and retracts to push the panels out or pull them inside safely at night. Mars Ascent Vehicles (MAV) Finally, stored at the back are 4 Mars Ascent Vehicles (MAV) . The robot stores collected samples inside these rockets, allowing them to eject and safely travel back to Earth for further experimentation. Have fun, and be sure to give me a nice rating so I can get some nice prizes!! :D
Ships:
I made a Miniature Mars Rover, to stop costs and make rovers mass produced so we can find out more about Mars. I am really proud of myself because I made everything except for a wheel and camera by myself as a beginner Onshape user, I feel like Iāve done well. I went through a lot of problems and glitches but somehow resolved those after watching intense YouTube videos on solutions. I hope all of you see all the hard work Iāve put in the past month and give me a nice vote so I can get a pound of fudge :DDD hehehe. Thanks everybody and whoever supported me on this mission!...
|
1793332435.7707317
|
1793418835.7707317
|
|
45441
|
TerraHex by @Yuzu | Stardance
|
Yuzu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: TerraHex by @Yuzu | Stardance
|
1793332437.035802
|
1793937237.035802
|
|
45443
|
FireSense Ai by @Lowenstein | Stardance
|
Lowenstein
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: FireSense Ai by @Lowenstein | Stardance
|
1793332437.9247725
|
1793937237.9247725
|
|
19508
|
(debug) macropad_stage_2 by @qcoral | Stardance
|
qcoral
|
1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T15:02:53Z", "hours": 1.0, "multiplier": 5.0, "payout": 3, "blessing": "neutral", "text": "i made a lot of things! alledgedlyā¦", "repo": "https://github.com/hackclub/hackpad", "demo": ""}]...
|
[{"post_id": 38226, "ts": "202 [{"post_id": 38226, "ts": "2026-07-31T14:59:57Z", "hours": 0.6003, "text": "heyheyhey!"}, {"post_id": 20976, "ts": "2026-07-02T18:30:48Z", "hours": 0.2731, "text": "test. /"}]...
|
Title: (debug) macropad_stage_2 by @qcoral | Stard Title: (debug) macropad_stage_2 by @qcoral | Stardance
Devlogs:
test. /
heyheyhey!
Ships:
i made a lot of things! alledgedlyā¦...
|
1793332438.8668077
|
1793418838.8668077
|
|
45444
|
My very own WebOS by @dodexxsa | Stardance
|
dodexxsa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @dodexxsa | Stardance
|
1793332440.054079
|
1793937240.054079
|
|
45445
|
Snoozy by @Danz | Stardance
|
Danz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Snoozy by @Danz | Stardance
|
1793332440.983657
|
1793937240.983657
|
|
45446
|
CtrlForge by @Dotdvn | Stardance
|
Dotdvn
|
0
|
2.32
|
0
|
[]
|
[{"post_id": 45315, "ts": "202 [{"post_id": 45315, "ts": "2026-08-11T18:03:30Z", "hours": 0.3631, "text": "Devloggggg #2 Ran into some difficulties with Windows while working on the project, so I switched to Ubuntu yesterday. Spent some time setting up the development environment and continued working on the PCB design."}, {"post_id": 43458, "ts": "2026-08-08T18:38:40Z", "hours": 1.9528, "text": "DevLogggggggg #1 Started designing the CtrlForge PCB in EasyEDA. Finished the schematic , made the pcb layout and arranged the 6-key matrix, OLED display and rotary encoder."}]...
|
Title: CtrlForge by @Dotdvn | Stardance
Devlogs:
Title: CtrlForge by @Dotdvn | Stardance
Devlogs:
DevLogggggggg #1 Started designing the CtrlForge PCB in EasyEDA. Finished the schematic , made the pcb layout and arranged the 6-key matrix, OLED display and rotary encoder.
Devloggggg #2 Ran into some difficulties with Windows while working on the project, so I switched to Ubuntu yesterday. Spent some time setting up the development environment and continued working on the PCB design....
|
1793332441.895762
|
1793937241.895762
|
|
38711
|
AuraWatch by @Ander507 | Stardance
|
Ander507
|
7
|
27.0
|
400
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T19:27:13Z", "hours": 4.0, "multiplier": 17.45, "payout": 34, "blessing": "neutral", "text": "Where-to-watch used to be a row of streaming logos and that was it. Rent and Buy were gone, prices never showed, and song āListen onā chips mashed into one blob. This round puts the full panel back: Stream / Rent / Buy , with HD/4K under the logo and a short price under rent/buy ( 39 kr , not DKK 39.00 ). Stream is āyou already pay for this.ā Rent/Buy are pay-per-title. Same thing on the hero pick and the smaller cards. The annoying part wasnāt fetching JustWatch. It was the UI. First pass looked boxed and goofy. Fancy overlapping logos clipped titles into āIncept.ā I ripped the extra chrome and just made the group labels huge so you can tell the three modes apart at a glance. Also: Listen-on for YouTube Music / Spotify / Apple Music has its own styles now, so those chips donāt steal CSS from the movie cards. Try it: aurawatch.org ā no account. Movies or TV, set your region, hit Match. Scroll the hero + the āor theseā cards. Songs format ā flip Listen on ā preview a couple tracks.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 2, "ts": "2026-09-12T12:03:03Z", "hours": 3.0, "multiplier": 19.4, "payout": 25, "blessing": "neutral", "text": "Ship #6 ā v0.5.0 AuraWatch used to hand you a pile of āhereās some stuff.ā Now it picks one for tonight ā hero card up top, a few āor theseā under it, Decide for me / Not this when youāre still stuck. Also in this one: match %, local watchlist, era + runtime filters, soft āOn my appsā (hard-filtering services was wiping songs/games/books ā looked like Gemini died, was just me being dumb). Sign-inās a popup now so /room doesnāt yeet you to a separate page. Live: https://aurawatch.org Code: https://github.com/Ander507/AuraWatch", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 3, "ts": "2026-08-26T15:44:07Z", "hours": 3.0, "multiplier": 14.94, "payout": 26, "blessing": "neutral", "text": "Shipped Group Vibe Rooms. You open a room, share the link, everyone types a vibe, the host hits Calculate ā same picks for the whole group. Also made Match, Rooms, and Lists look and navigate the same, including on phone. Try it: aurawatch.org/room ā make a room, join it in another tab, calculate.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 4, "ts": "2026-08-17T20:16:19Z", "hours": 8.0, "multiplier": 19.61, "payout": 157, "blessing": "neutral", "text": "AuraWatch is for when youāve been scrolling for 20 minutes and still have nothing to watch. You tell it the mood ā genres, a decade, titles you already like, or just a sentence about what youāre after ā and it gives you a handful of real picks with posters, trailers, and where to stream them. Movies, TV, anime, songs, games, books, manga, and board games. The hard part is that no single API covers all of that. Gemini is great at taste and terrible at valid JSON, so every format has its own path: songs go through iTunes, games through IGDB, books through Open Library with Google Books as backup, board games through BoardGameGeekās XML API ā which loves replying ā202, try again laterā instead of a cover. Auth ate a full hour by itself, mostly because Discord treats www.aurawatch.org and aurawatch.org as two completely different websites. The thing Iām most proud of is that it never shows you a blank pane. No cover? Skeleton, then initials on a gradient. No results? A fallback card with Surprise Me instead of an empty box. To test it: no login needed. Pick a format, describe a mood, hit Match ā or just spam Surprise Me. Sign in with Discord or a username if you want to save picks into a playlist and share the link.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 5, "ts": "2026-08-09T14:20:28Z", "hours": 4.0, "multiplier": 18.74, "payout": 76, "blessing": "neutral", "text": "What did you make? I built a massive expansion for AuraWatch, turning it into a true routing engine rather than just a generic recommender. I completely overhauled the UI into a clean, light-mode brutalist aesthetic and added full gaming support with precise platform filtering and dynamic store links. What was challenging? Wrestling with the IGDB API to get accurate store buttons was a nightmare, especially for PC games. Writing the logic to properly map Steam, Epic, and GOG links, and creating a strict fallback to official websites when a game like Minecraft isnāt on a main store, took a lot of trial and error. It was also tough figuring out how to add advanced features like āAnti-Vibeā without cluttering the UI, which I solved with a collapsible drawer. What are you proud of? Iām really proud of the multi-store routing. If a game is on three different platforms you own, the UI dynamically generates a distinct button for every single storefront. Iām also hyped on the new āAnti-Vibeā filter that lets you strictly exclude elements you hate, and the overall terminal-like visual overhaul. What should people know so they can test your project? Switch to the Games format and test the new platform dropdown. Enter the specific consoles you own (like PC or Switch), type in a vibe in the Notes, and maybe throw something you hate into the Exclude filter. Check out how it gives you exact, clickable store buttons for the platforms you actually selected!", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 6, "ts": "2026-08-03T14:22:17Z", "hours": 2.0, "multiplier": 13.81, "payout": 26, "blessing": "neutral", "text": "Ship #2: The Final Polish, Stable APIs & Custom Vibe Tuning š AuraWatch is finally in its most stable and customizable state yet! Over the last few sessions, Iāve completely overhauled how the app handles complex requests and edge cases based on your feedback. Whatās New in this Ship: Rate Limit Resilience: Users noted missing posters for certain shows (like Yellowstone). I implemented API caching and a graceful UI fallback system. Now, if the TMDB or iTunes API rate-limits us, the UI stays beautiful with stylized fallback gradients instead of broken image icons. Match Priority Slider: You are no longer locked into the AIās default weighting. You can now use a slider to explicitly tell the algorithm to favor your āNotesā (vibe) or the āSimilar-toā titles. Smarter Music Routing: The iTunes API was failing on niche artists. I built a workaround that routes queries through Deezer/MusicBrainz to resolve the artist first, then pulls the correct track from Appleās catalog. Hidden Easter Eggs: If you know, you know (try typing āsurronā or ātalariaā into the notes). Thanks to everyone who left feedback! The app is so much better because of it.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}, {"ship_num": 7, "ts": "2026-07-25T20:02:14Z", "hours": 3.0, "multiplier": 17.07, "payout": 56, "blessing": "neutral", "text": "What I made: AuraWatch ā a vibe finder for movies, TV, anime, and songs. You pick format/genres, optional ālike theseā titles, and a short mood note; it returns a few grounded picks with posters and where-to-watch / listen links. Problem: Picking something to watch (or play) usually means doomscrolling Netflix/Spotify until you give up. AuraWatch turns that into one short decision. 3 QoL improvements: Vibe + āsimilar toā in one place ā no hopping between lists and search tabs. Region-aware Where to Watch ā so you donāt get hyped for a title you canāt stream. Songs mode with listen links ā same friction fix for music, not just video. Challenging: Geminiās JSON was a mess (fences, trailing commas, truncations), so I added repair + key rotation and a local catalog fallback when APIs flake. Proud of: The dual path (TMDB similar vs Gemini concierge) and that it still works without keys. How to test: Open https://aura-watching.vercel.app/ ā try Desktop + Minimal themes ā pick Anime or Songs ā add a ālikeā title and hit Get picks. Check providers/listen links on a result.", "repo": "https://github.com/Ander507/AuraWatch", "demo": "https://aurawatch.org"}]...
|
[{"post_id": 67616, "ts": "202 [{"post_id": 67616, "ts": "2026-09-13T19:20:59Z", "hours": 3.9058, "text": "Devlog 10 ā Pick your music app, see where it streams Biggest thing: song picks arenāt Apple-only anymore. You choose YouTube Music, Spotify, or Apple Music once ā Listen opens that app. Apple still uses the iTunes track link when we have it; otherwise it falls back to search like the others. The annoying bit: 30s previews were tied to card index, not the actual track. Fast re-runs or filtering could play the wrong snippet. Previews now key off track_id from iTunes so the audio matches the card youāre looking at. Also this round: Flatrate streaming badges on movie/show cards (Netflix, Crunchyroll, Max, etc.) via TMDB watch providers ~/aurawatch/... path crumbs instead of fake C:\\AuraWatch\\ strings in the desktop chrome Try it: aurawatch.org ā Songs format ā flip āListen onā ā hit preview on a couple results"}, {"post_id": 66545, "ts": "2026-09-12T12:00:43Z", "hours": 2.5425, "text": "Devlog 9 ā From recommender to decider Stopped treating āhereās 12 optionsā like a finished product. You get one hero pick for tonight, then a couple of āor theseā underneath ā not a wall of equal cards. Decide for me, Not this, and exclude titles you already bounced so the next run isnāt the same pile again. Soft āOn my appsā badge too ā hard-filtering by services was nuking songs/games/books when those formats donāt even have streaming providers. Looked like the API died. It was me. Also shoved match %, watchlist, era/runtime stuff into the mix, and sign-in is a popup now so /room doesnāt yeet you to a separate login page mid-flow. Try it: https://aurawatch.org"}, {"post_id": 55103, "ts": "2026-08-26T15:41:30Z", "hours": 3.4197, "text": "Devlog 8 ā Group Vibe Rooms Biggest thing: you can now match with a group, not just yourself. Flow: host signs in ā shares /room/... ā guests only need a nickname + vibe (no account). Host hits Calculate. We merge everyoneās notes/likes, run one recommend, and save the same cards for everyone ā including where to watch / play. Rooms self-destruct after 24 hours. The annoying bit: at first anyone could hit Calculate and burn a Gemini call for the whole room. Calculate is host-only now, and the hostās filters (region, rating, decade) actually stick on the room instead of getting dropped. Also this round: Roblox as its own format Critic scores on cards (TMDB / Rotten Tomatoes-style %) Try it: aurawatch.org/room"}, {"post_id": 49168, "ts": "2026-08-17T20:09:54Z", "hours": 1.2131, "text": "Devlog 7 ā One hour, one login button Swapped the Email field for Username on sign-in (it quietly becomes [email protected] behind the scenes), and the Save to Playlist modal finally opens in the middle of the screen instead of hiding in the bottom-left corner. Then Discord OAuth ate the rest of the hour. āInvalid OAuth2 redirect_uriā three separate times: first the wrong callback path, then www.aurawatch.org vs aurawatch.org ā which Discord treats as two completely unrelated sites. Fixed both, felt great, got a 500 instead: my sessions table has an id column my schema file never knew about, so every login worked perfectly right up until it tried to remember you. One missing column, one hour. Visual: Login page and after login"}, {"post_id": 49088, "ts": "2026-08-17T18:16:30Z", "hours": 6.7769, "text": "Devlog 6 ā Tabletop, Amazon, and no more blank panes Board Games is actually live now. Gemini still names the titles; BoardGameGeekās XML API does the rest (box art, year, player count). The painful bit: /thing often answers 202 (ācome back laterā), and search loves burying the real game under fan expansions, so Cards Against Humanity was coming back with no cover. We retry that queue, batch the IDs, and rank exact titles first. Books were doing the same disappearing-cover trick. Open Library is fine until it isnāt, so covers now fall through to Google Books, then Jikan / AniList for manga. While those images load, cards show a brutalist skeleton instead of a dead square, then fade in. Games, board games, and books/manga all got a Buy on Amazon button. It follows the region you picked (US .com , UK/Ireland .co.uk , Italy .it , most of Europe .de ) so youāre not dumped on the wrong storefront. Affiliate tags are baked in, with the Associates disclaimer in the footer. Copy Link used to fail silently. It now pops a terminal toast: [SYSTEM]: Link copied to clipboard successfully. Same deal on playlist share. And if a vibe query returns nothing or the request dies, Match doesnāt sit there empty ā you get [ERROR]: No vibes match this exact query. plus Surprise Me or Reset Filters . Visual: board-game ā Amazon button on a book/tabletop card ā Mobile UI"}, {"post_id": 44001, "ts": "2026-08-09T14:18:45Z", "hours": 4.0672, "text": "Devlog 5: New brutalist UI and fixing the store links I just pushed a pretty massive update to AuraWatch. Honestly, the old UI was getting way too cluttered, and the backend routing had some really annoying edge cases I needed to iron out. Here is what changed: New Look: I completely overhauled the design. Ditched the old layout for a light-mode brutalist vibeāmonospace fonts, sharp borders, and orange accents. It feels way cleaner and more like a proper utility now. Actual Platform Filtering: It was driving me crazy that the app might recommend a PC-only game to someone playing on a PS5. I added a strict, searchable platforms dropdown. If you tell it you only have a Switch and a PS4, it completely filters out everything else. Multi-Store Buttons: The API used to just grab one random store link and call it a day. Now, if a game is on three different platforms you searched for, the UI loops through and actually generates a separate button for each one (e.g., [View on PlayStation] and [View on Steam]). The Minecraft Edge Case: PC store links were breaking because games like Minecraft arenāt on Steam or Epic. I wrote a strict fallback into the routing so if it canāt find a standard storefront, it automatically generates a [View on Official Site] button instead of just ghosting you. No More Tag Dumps: The old cards used to dump 20 different store and console tags into one messy block. Now there is just a clean āPlayable Onā text list, completely separated from the actual buy buttons. The routing is finally feeling exact. Let me know what you think of the new stuff!"}, {"post_id": 40098, "ts": "2026-08-03T14:17:38Z", "hours": 0.5331, "text": "Devlog 4# ā Posters that survive rate limits Covers were dying when TMDB/iTunes rate-limited us ā blank squares and broken-image icons on match cards. Now a failed or missing poster falls back to a sleek gradient with the titleās initials. Also shipped a lightweight cache (server TTL for TMDB/iTunes + localStorage for like-title search) so repeat queries stop burning the quota. Friction: the CDN images werenāt the problem ā we were refetching the same poster paths every match and hitting the wall."}, {"post_id": 39147, "ts": "2026-08-01T21:22:32Z", "hours": 1.1439, "text": "AuraWatch ā song search that actually finds niche tracks (+ a tiny secret) Song search used to fail hard on queries like āall i want is you rebzā ā Apple only returns U2/LAROI covers, never Rebzyyx. Fixed it by detecting title + artist-fragment queries, resolving the artist via Deezer/MusicBrainz, then pulling the real track from their iTunes catalog so the niche hit ranks first. Also shipped Sur Ronster easter eggs: Songs + āSurronā/āTalariaā ā only On My Own by Kyle The Hooligan; Movies/TV + āsurronster vibeā ā his newest YouTube uploads in-app (no Zflix CTA). Friction: iTunes artist search for rebz only finds random āRebzā artists ā prefix expansion was the missing link. Visual to attach: Then notes surronster vibe ā latest Sur Ronster video cards with Play video."}, {"post_id": 35434, "ts": "2026-07-26T20:45:11Z", "hours": 0.2519, "text": "Fixed the buttons and added STREAM RENT BUY categories"}, {"post_id": 34802, "ts": "2026-07-25T19:56:52Z", "hours": 3.2764, "text": "AuraWatch ā Devlog #1 Added a dual-path recommender: vibe prompt / genres go through Gemini, and ālike this titleā goes through TMDB similar ā then both get posters + region watch providers. The painful part wasnāt the AI. It was Geminiās JSON. Trailing commas, curly quotes, markdown fences mid-object. Spent a chunk writing a repair/parse loop and bumping maxOutputTokens to 3072 after it kept truncating mid-array. Also shipped songs mode (Gemini ā iTunes covers/listen links) and a local catalog fallback so the app still picks something when keys die. UI has two themes now ( minimal / desktop )"}]...
|
Title: AuraWatch by @Ander507 | Stardance
Devlogs Title: AuraWatch by @Ander507 | Stardance
Devlogs:
AuraWatch ā Devlog #1 Added a dual-path recommender: vibe prompt / genres go through Gemini, and ālike this titleā goes through TMDB similar ā then both get posters + region watch providers. The painful part wasnāt the AI. It was Geminiās JSON. Trailing commas, curly quotes, markdown fences mid-object. Spent a chunk writing a repair/parse loop and bumping maxOutputTokens to 3072 after it kept truncating mid-array. Also shipped songs mode (Gemini ā iTunes covers/listen links) and a local catalog fallback so the app still picks something when keys die. UI has two themes now ( minimal / desktop )
Fixed the buttons and added STREAM RENT BUY categories
AuraWatch ā song search that actually finds niche tracks (+ a tiny secret) Song search used to fail hard on queries like āall i want is you rebzā ā Apple only returns U2/LAROI covers, never Rebzyyx. Fixed it by detecting title + artist-fragment queries, resolving the artist via Deezer/MusicBrainz, then pulling the real track from their iTunes catalog so the niche hit ranks first. Also shipped Sur Ronster easter eggs: Songs + āSurronā/āTalariaā ā only On My Own by Kyle The Hooligan; Movies/TV + āsurronster vibeā ā his newest YouTube uploads in-app (no Zflix CTA). Friction: iTunes artist search for rebz only finds random āRebzā artists ā prefix expansion was the missing link. Visual to attach: Then notes surronster vibe ā latest Sur Ronster video cards with Play video.
Devlog 4# ā Posters that survive rate limits Covers were dying when TMDB/iTunes rate-limited us ā blank squares and broken-image icons on match cards. Now a failed or missing poster falls back to a sleek gradient with the titleās initials. Also shipped a lightweight cache (server TTL for TMDB/iTunes + localStorage for like-title search) so repeat queries stop burning the quota. Friction: the CDN images werenāt the problem ā we were refetching the same poster paths every match and hitting the wall.
Devlog 5: New brutalist UI and fixing the store links I just pushed a pretty massive update to AuraWatch. Honestly, the old UI was getting way too cluttered, and the backend routing had some really annoying edge cases I needed to iron out. Here is what changed: New Look: I completely overhauled the design. Ditched the old layout for a light-mode brutalist vibeāmonospace fonts, sharp borders, and orange accents. It feels way cleaner and more like a proper utility now. Actual Platform Filtering: It was driving me crazy that the app might recommend a PC-only game to someone playing on a PS5. I added a strict, searchable platforms dropdown. If you tell it you only have a Switch and a PS4, it completely filters out everything else. Multi-Store Buttons: The API used to just grab one random store link and call it a day. Now, if a game is on three different platforms you searched for, the UI loops through and actually generates a separate button for each one (e.g., [View on PlayStation] and [View on Steam]). The Minecraft Edge Case: PC store links were breaking because games like Minecraft arenāt on Steam or Epic. I wrote a strict fallback into the routing so if it canāt find a standard storefront, it automatically generates a [View on Official Site] button instead of just ghosting you. No More Tag Dumps: The old cards used to dump 20 different store and console tags into one messy block. Now there is just a clean āPlayable Onā text list, completely separated from the actual buy buttons. The routing is finally feeling exact. Let me know what you think of the new stuff!
Devlog 6 ā Tabletop, Amazon, and no more blank panes Board Games is actually live now. Gemini still names the titles; BoardGameGeekās XML API does the rest (box art, year, player count). The painful bit: /thing often answers 202 (ācome back laterā), and search loves burying the real game under fan expansions, so Cards Against Humanity was coming back with no cover. We retry that queue, batch the IDs, and rank exact titles first. Books were doing the same disappearing-cover trick. Open Library is fine until it isnāt, so covers now fall through to Google Books, then Jikan / AniList for manga. While those images load, cards show a brutalist skeleton instead of a dead square, then fade in. Games, board games, and books/manga all got a Buy on Amazon button. It follows the region you picked (US .com , UK/Ireland .co.uk , Italy .it , most of Europe .de ) so youāre not dumped on the wrong storefront. Affiliate tags are baked in, with the Associates disclaimer in the footer. Copy Link used to fail silently. It now pops a terminal toast: [SYSTEM]: Link copied to clipboard successfully. Same deal on playlist share. And if a vibe query returns nothing or the request dies, Match doesnāt sit there empty ā you get [ERROR]: No vibes match this exact query. plus Surprise Me or Reset Filters . Visual: board-game ā Amazon button on a book/tabletop card ā Mobile UI
Devlog 7 ā One hour, one login button Swapped the Email field for Username on sign-in (it quietly becomes [email protected] behind the scenes), and the Save to Playlist modal finally opens in the middle of the screen instead of hiding in the bottom-left corner. Then Discord OAuth ate the rest of the hour. āInvalid OAuth2 redirect_uriā three separate times: first the wrong callback path, then www.aurawatch.org vs aurawatch.org ā which Discord treats as two completely unrelated sites. Fixed both, felt great, got a 500 instead: my sessions table has an id column my schema file never knew about, so every login worked perfectly right up until it tried to remember you. One missing column, one hour. Visual: Login page and after login
Devlog 8 ā Group Vibe Rooms Biggest thing: you can now match with a group, not just yourself. Flow: host signs in ā shares /room/... ā guests only need a nickname + vibe (no account). Host hits Calculate. We merge everyoneās notes/likes, run one recommend, and save the same cards for everyone ā including where to watch / play. Rooms self-destruct after 24 hours. The annoying bit: at first anyone could hit Calculate and burn a Gemini call for the whole room. Calculate is host-only now, and the hostās filters (region, rating, decade) actually stick on the room instead of getting dropped. Also this round: Roblox as its own format Critic scores on cards (TMDB / Rotten Tomatoes-style %) Try it: aurawatch.org/room
Devlog 9 ā From recommender to decider Stopped treating āhereās 12 optionsā like a finished product. You get one hero pick for tonight, then a couple of āor theseā underneath ā not a wall of equal cards. Decide for me, Not this, and exclude titles you already bounced so the next run isnāt the same pile again. Soft āOn my appsā badge too ā hard-filtering by services was nuking songs/games/books when those formats donāt even have streaming providers. Looked like the API died. It was me. Also shoved match %, watchlist, era/runtime stuff into the mix, and sign-in is a popup now so /room doesnāt yeet you to a separate login page mid-flow. Try it: https://aurawatch.org
Devlog 10 ā Pick your music app, see where it streams Biggest thing: song picks arenāt Apple-only anymore. You choose YouTube Music, Spotify, or Apple Music once ā Listen opens that app. Apple still uses the iTunes track link when we have it; otherwise it falls back to search like the others. The annoying bit: 30s previews were tied to card index, not the actual track. Fast re-runs or filtering could play the wrong snippet. Previews now key off track_id from iTunes so the audio matches the card youāre looking at. Also this round: Flatrate streaming badges on movie/show cards (Netflix, Crunchyroll, Max, etc.) via TMDB watch providers ~/aurawatch/... path crumbs instead of fake C:\AuraWatch\ strings in the desktop chrome Try it: aurawatch.org ā Songs format ā flip āListen onā ā hit preview on a couple results
Ships:
What I made: AuraWatch ā a vibe finder for movies, TV, anime, and songs. You pick format/genres, optional ālike theseā titles, and a short mood note; it returns a few grounded picks with posters and where-to-watch / listen links. Problem: Picking something to watch (or play) usually means doomscrolling Netflix/Spotify until you give up. AuraWatch turns that into one short decision. 3 QoL improvements: Vibe + āsimilar toā in one place ā no hopping between lists and search tabs. Region-aware Where to Watch ā so you donāt get hyped for a title you canāt stream. Songs mode with listen links ā same friction fix for music, not just video. Challenging: Geminiās JSON was a mess (fences, trailing commas, truncations), so I added repair + key rotation and a local catalog fallback when APIs flake. Proud of: The dual path (TMDB similar vs Gemini concierge) and that it still works without keys. How to test: Open https://aura-watching.vercel.app/ ā try Desktop + Minimal themes ā pick Anime or Songs ā add a ālikeā title and hit Get picks. Check providers/listen links on a result.
Ship #2: The Final Polish, Stable APIs & Custom Vibe Tuning š AuraWatch is finally in its most stable and customizable state yet! Over the last few sessions, Iāve completely overhauled how the app handles complex requests and edge cases based on your feedback. Whatās New in this Ship: Rate Limit Resilience: Users noted missing posters for certain shows (like Yellowstone). I implemented API caching and a graceful UI fallback system. Now, if the TMDB or iTunes API rate-limits us, the UI stays beautiful with stylized fallback gradients instead of broken image icons. Match Priority Slider: You are no longer locked into the AIās default weighting. You can now use a slider to explicitly tell the algorithm to favor your āNotesā (vibe) or the āSimilar-toā titles. Smarter Music Routing: The iTunes API was failing on niche artists. I built a workaround that routes queries through Deezer/MusicBrainz to resolve the artist first, then pulls the correct track from Appleās catalog. Hidden Easter Eggs: If you know, you know (try typing āsurronā or ātalariaā into the notes). Thanks to everyone who left feedback! The app is so much better because of it.
What did you make? I built a massive expansion for AuraWatch, turning it into a true routing engine rather than just a generic recommender. I completely overhauled the UI into a clean, light-mode brutalist aesthetic and added full gaming support with precise platform filtering and dynamic store links. What was challenging? Wrestling with the IGDB API to get accurate store buttons was a nightmare, especially for PC games. Writing the logic to properly map Steam, Epic, and GOG links, and creating a strict fallback to official websites when a game like Minecraft isnāt on a main store, took a lot of trial and error. It was also tough figuring out how to add advanced features like āAnti-Vibeā without cluttering the UI, which I solved with a collapsible drawer. What are you proud of? Iām really proud of the multi-store routing. If a game is on three different platforms you own, the UI dynamically generates a distinct button for every single storefront. Iām also hyped on the new āAnti-Vibeā filter that lets you strictly exclude elements you hate, and the overall terminal-like visual overhaul. What should people know so they can test your project? Switch to the Games format and test the new platform dropdown. Enter the specific consoles you own (like PC or Switch), type in a vibe in the Notes, and maybe throw something you hate into the Exclude filter. Check out how it gives you exact, clickable store buttons for the platforms you actually selected!
AuraWatch is for when youāve been scrolling for 20 minutes and still have nothing to watch. You tell it the mood ā genres, a decade, titles you already like, or just a sentence about what youāre after ā and it gives you a handful of real picks with posters, trailers, and where to stream them. Movies, TV, anime, songs, games, books, manga, and board games. The hard part is that no single API covers all of that. Gemini is great at taste and terrible at valid JSON, so every format has its own path: songs go through iTunes, games through IGDB, books through Open Library with Google Books as backup, board games through BoardGameGeekās XML API ā which loves replying ā202, try again laterā instead of a cover. Auth ate a full hour by itself, mostly because Discord treats www.aurawatch.org and aurawatch.org as two completely different websites. The thing Iām most proud of is that it never shows you a blank pane. No cover? Skeleton, then initials on a gradient. No results? A fallback card with Surprise Me instead of an empty box. To test it: no login needed. Pick a format, describe a mood, hit Match ā or just spam Surprise Me. Sign in with Discord or a username if you want to save picks into a playlist and share the link.
Shipped Group Vibe Rooms. You open a room, share the link, everyone types a vibe, the host hits Calculate ā same picks for the whole group. Also made Match, Rooms, and Lists look and navigate the same, including on phone. Try it: aurawatch.org/room ā make a room, join it in another tab, calculate.
Ship #6 ā v0.5.0 AuraWatch used to hand you a pile of āhereās some stuff.ā Now it picks one for tonight ā hero card up top, a few āor theseā under it, Decide for me / Not this when youāre still stuck. Also in this one: match %, local watchlist, era + runtime filters, soft āOn my appsā (hard-filtering services was wiping songs/games/books ā looked like Gemini died, was just me being dumb). Sign-inās a popup now so /room doesnāt yeet you to a separate page. Live: https://aurawatch.org Code: https://github.com/Ander507/AuraWatch
Where-to-watch used to be a row of streaming logos and that was it. Rent and Buy were gone, prices never showed, and song āListen onā chips mashed into one blob. This round puts the full panel back: Stream / Rent / Buy , with HD/4K under the logo and a short price under rent/buy ( 39 kr , not DKK 39.00 ). Stream is āyou already pay for this.ā Rent/Buy are pay-per-title. Same thing on the hero pick and the smaller cards. The annoying part wasnāt fetching JustWatch. It was the UI. First pass looked boxed and goofy. Fancy overlapping logos clipped titles into āIncept.ā I ripped the extra chrome and just made the group labels huge so you can tell the three modes apart at a glance. Also: Listen-on for YouTube Music / Spotify / Apple Music has its own styles now, so those chips donāt steal CSS from the movie cards. Try it: aurawatch.org ā no account. Movies or TV, set your region, hit Match. Scroll the hero + the āor theseā cards. Songs format ā flip Listen on ā preview a couple tracks....
|
1793332442.8404298
|
1793418842.8404298
|
|
45448
|
Bluetooth Headphones by @lifetodeath360 | Stardanc Bluetooth Headphones by @lifetodeath360 | Stardance...
|
lifetodeath360
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Bluetooth Headphones by @lifetodeath360 | S Title: Bluetooth Headphones by @lifetodeath360 | Stardance...
|
1793332444.1959698
|
1793937244.1959698
|
|
45449
|
Hackpad by @Gabriel_Exb | Stardance
|
Gabriel_Exb
|
0
|
6.9
|
0
|
[]
|
[{"post_id": 51058, "ts": "202 [{"post_id": 51058, "ts": "2026-08-20T15:17:25Z", "hours": 0.4325, "text": "This is a post to maintain my streak"}, {"post_id": 43842, "ts": "2026-08-09T08:34:44Z", "hours": 2.4669, "text": "I finished the firmware for the hackpad"}, {"post_id": 43245, "ts": "2026-08-08T12:15:42Z", "hours": 1.5669, "text": "I decided that if I had to go crazy, I would like to go crazy for something good so I tried to see my needs for daily shortcuts and also what would make my usage better and added an encoder and a few extra switches. (donāt ask me why there is a screen now; I saw a 3-pin and it seemed that it would fit in nicely.)"}, {"post_id": 43206, "ts": "2026-08-08T10:33:26Z", "hours": 0.4, "text": "I was side tracked now i hve 5 buttons, a rotary encoder that can also count as a switch"}, {"post_id": 43190, "ts": "2026-08-08T09:56:06Z", "hours": 0.9008, "text": "The casing is done in an astonishing 40 minutes (I struggled for 30 of them because of the software not being capable of importing dxl files)"}, {"post_id": 43165, "ts": "2026-08-08T08:46:22Z", "hours": 1.1336, "text": "I did the PCB of the hackpad. I would like to put a gentle reminder out here: DO NOT OPEN KICAD AT 3AM and also follow the instruction cause I was already with a rotary encoder ready to add things. Lastly, the library thing took me 30 minutes IoI"}]...
|
Title: Hackpad by @Gabriel_Exb | Stardance
Devlog Title: Hackpad by @Gabriel_Exb | Stardance
Devlogs:
I did the PCB of the hackpad. I would like to put a gentle reminder out here: DO NOT OPEN KICAD AT 3AM and also follow the instruction cause I was already with a rotary encoder ready to add things. Lastly, the library thing took me 30 minutes IoI
The casing is done in an astonishing 40 minutes (I struggled for 30 of them because of the software not being capable of importing dxl files)
I was side tracked now i hve 5 buttons, a rotary encoder that can also count as a switch
I decided that if I had to go crazy, I would like to go crazy for something good so I tried to see my needs for daily shortcuts and also what would make my usage better and added an encoder and a few extra switches. (donāt ask me why there is a screen now; I saw a 3-pin and it seemed that it would fit in nicely.)
I finished the firmware for the hackpad
This is a post to maintain my streak...
|
1793332445.1242712
|
1793937245.1242712
|
|
40409
|
Frictionless by @Pushyanth07 | Stardance
|
Pushyanth07
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Pushyanth07 | Stardance
|
1793332446.3391206
|
1793937246.3391206
|
|
10668
|
Mini Jam 212 submission by @ViceVersa | Stardance
|
ViceVersa
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T06:26:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Small puzzle game where you have to help a spider kill the child. This was a long time ago so I donāt really remember the process but Iām sure it was good", "repo": "https://github.com/ViceVersa-09/Mini-Jam-212", "demo": "https://villeecool.itch.io/the-forest-of-control"}]...
|
[{"post_id": 14296, "ts": "202 [{"post_id": 14296, "ts": "2026-06-23T11:10:10Z", "hours": 1.7842, "text": "Game for the game jam āmini jam 212ā, the picture is from an early version, the game is done"}]...
|
Title: Mini Jam 212 submission by @ViceVersa | Sta Title: Mini Jam 212 submission by @ViceVersa | Stardance
Devlogs:
Game for the game jam āmini jam 212ā, the picture is from an early version, the game is done
Ships:
Small puzzle game where you have to help a spider kill the child. This was a long time ago so I donāt really remember the process but Iām sure it was good...
|
1793332447.2710207
|
1793418847.2710207
|
|
6926
|
My first slack bot! by @Dishsoap | Stardance
|
Dishsoap
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Dishsoap | Stardanc Title: My first slack bot! by @Dishsoap | Stardance...
|
1793332448.1811244
|
1793937248.1811244
|
|
35667
|
Untitled project by @UN1V3RSE | Stardance
|
UN1V3RSE
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @UN1V3RSE | Stardance
|
1793332449.1081903
|
1793937249.1081903
|
|
39724
|
My Personal Website! by @anushkaa | Stardance
|
anushkaa
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T13:14:11Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a retro futuristic personal website using HTML, CSS, vanilla JavaScript. It includes info about me, my personal projects, my robotics experiences, community work, and contact details, all in a clean simplistic website with few subtle animations. This project was pretty straightforward, most of my time went into deciding on the design and making sure the layout felt clean and consistent. Iām happy with out it turned out. Just open the GitHub pages link, you can navigate through different sections and read more about me. I havenāt included any of my personal contacts. I have a lot to refine and work on. All done for now :)", "repo": "https://github.com/anushkabasu/anushkabasu", "demo": "https://anushkabasu.github.io/anushkabasu/"}]...
|
[{"post_id": 35782, "ts": "202 [{"post_id": 35782, "ts": "2026-07-27T12:57:22Z", "hours": 1.5878, "text": "Devlog Finished building my personal website! I wanted to make a personal website anyway, so this mission seemed like the perfect excuse to finally do it. I went with a retro-futuristic design using HTML, CSS, and vanilla JavaScript, keeping it simple while adding a few fun interactions and animations. The site includes sections about me, my projects, robotics, community work, and ways to get in touch. It was a fun way to experiment with a different design style while ending up with something Iāll actually use."}]...
|
Title: My Personal Website! by @anushkaa | Stardan Title: My Personal Website! by @anushkaa | Stardance
Devlogs:
Devlog Finished building my personal website! I wanted to make a personal website anyway, so this mission seemed like the perfect excuse to finally do it. I went with a retro-futuristic design using HTML, CSS, and vanilla JavaScript, keeping it simple while adding a few fun interactions and animations. The site includes sections about me, my projects, robotics, community work, and ways to get in touch. It was a fun way to experiment with a different design style while ending up with something Iāll actually use.
Ships:
I built a retro futuristic personal website using HTML, CSS, vanilla JavaScript. It includes info about me, my personal projects, my robotics experiences, community work, and contact details, all in a clean simplistic website with few subtle animations. This project was pretty straightforward, most of my time went into deciding on the design and making sure the layout felt clean and consistent. Iām happy with out it turned out. Just open the GitHub pages link, you can navigate through different sections and read more about me. I havenāt included any of my personal contacts. I have a lot to refine and work on. All done for now :)...
|
1793332450.0171354
|
1793418850.0171354
|
|
38189
|
Untitled project by @zacharyl | Stardance
|
zacharyl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @zacharyl | Stardance
|
1793332451.1976478
|
1793937251.1976478
|
|
12075
|
My first slack bot! by @rajiumu544 | Stardance
|
rajiumu544
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rajiumu544 | Starda Title: My first slack bot! by @rajiumu544 | Stardance...
|
1793332452.0927365
|
1793937252.0927365
|
|
40468
|
Ruppie's Site by @rupparna | Stardance
|
rupparna
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T13:06:31Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I completed this project, but after around two hours of working on it, Hackatime stopped tracking my coding time due to a technical issue. I spent additional time working on and finishing the project, but unfortunately those hours werenāt recorded. I just wanted to mention this in case thereās any discrepancy between the logged time and the actual work I put into the project.About the project: I wanted to make a really cool site which shows my vibe. Worked on the homepage, took me a long time to find pngs⦠finally gave up and used canva to remove the background! It is challanging to find transparent png for such projects but glad i was able to atlast!", "repo": "https://github.com/rupparna/MySite", "demo": "https://rupparna.github.io/MySite/"}]...
|
[{"post_id": 38864, "ts": "202 [{"post_id": 38864, "ts": "2026-08-01T12:59:27Z", "hours": 1.5903, "text": "UPDATE: Soo I worked on my archive pageā¦then i realised my hackatime was not working :(. Took me a while to make this⦠nothing too crazy, went for a basic page"}, {"post_id": 37653, "ts": "2026-07-30T15:20:00Z", "hours": 0.4742, "text": "UPDATE 3! Sooo ⦠worked on the UI⦠and i think it looks better than beforeā¦although not what I had in my mind. I will work on the UI more and try to add some more cool stuff and maybe easter eggs!"}, {"post_id": 37143, "ts": "2026-07-29T17:07:56Z", "hours": 0.7458, "text": "UPDATE 2: Finally satisfied with the UI. I changed the entire code. I donāt know if it is visible or not, but i added a glow effect in the background. Planning to make more of a Digi-Cyberpunk Y2K vibe site(Is that a thing..?)Anyways, back to work!"}, {"post_id": 36894, "ts": "2026-07-29T08:32:53Z", "hours": 0.4883, "text": "HEYY!!So Iām building my personal siteā¦but being a moody person, Iām not liking this anymore :(, so i will be rebuilding my suit with a different aesthetic and UI, and i hope it turns out how i imagined!"}]...
|
Title: Ruppie's Site by @rupparna | Stardance
Title: Ruppie's Site by @rupparna | Stardance
Devlogs:
HEYY!!So Iām building my personal siteā¦but being a moody person, Iām not liking this anymore :(, so i will be rebuilding my suit with a different aesthetic and UI, and i hope it turns out how i imagined!
UPDATE 2: Finally satisfied with the UI. I changed the entire code. I donāt know if it is visible or not, but i added a glow effect in the background. Planning to make more of a Digi-Cyberpunk Y2K vibe site(Is that a thing..?)Anyways, back to work!
UPDATE 3! Sooo ⦠worked on the UI⦠and i think it looks better than beforeā¦although not what I had in my mind. I will work on the UI more and try to add some more cool stuff and maybe easter eggs!
UPDATE: Soo I worked on my archive pageā¦then i realised my hackatime was not working :(. Took me a while to make this⦠nothing too crazy, went for a basic page
Ships:
Hi! I completed this project, but after around two hours of working on it, Hackatime stopped tracking my coding time due to a technical issue. I spent additional time working on and finishing the project, but unfortunately those hours werenāt recorded. I just wanted to mention this in case thereās any discrepancy between the logged time and the actual work I put into the project.About the project: I wanted to make a really cool site which shows my vibe. Worked on the homepage, took me a long time to find pngs⦠finally gave up and used canva to remove the background! It is challanging to find transparent png for such projects but glad i was able to atlast!...
|
1793332453.002759
|
1793418853.002759
|
|
19738
|
testttt by @shash | Stardance
|
shash
|
0
|
2.1
|
0
|
[]
|
[{"post_id": 9793, "ts": "2026 [{"post_id": 9793, "ts": "2026-06-16T07:09:22Z", "hours": 2.0978, "text": "test"}]...
|
Title: testttt by @shash | Stardance
Devlogs:
tes Title: testttt by @shash | Stardance
Devlogs:
test...
|
1793332456.0746682
|
1793937256.0746682
|
|
23463
|
My very own WebOS by @thea_bekai | Stardance
|
thea_bekai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @thea_bekai | Stardanc Title: My very own WebOS by @thea_bekai | Stardance...
|
1793332461.1633956
|
1793937261.1633956
|
|
17345
|
Button Pusher by @Mottl | Stardance
|
Mottl
|
1
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T19:52:55Z", "hours": 4.0, "multiplier": 2.15, "payout": 8, "blessing": "neutral", "text": "This is a cool little demo that I made in React (specifically Vite), to learn React! You push the button, and⦠stuff happens. What happens? Itās on the site! Go check it out now!", "repo": "https://github.com/Mottlprograms/ButtonPresserDemo", "demo": "https://mottlprograms.github.io/ButtonPresserDemo/"}]...
|
[{"post_id": 12114, "ts": "202 [{"post_id": 12114, "ts": "2026-06-19T19:46:52Z", "hours": 1.2803, "text": "I am ready to ship! I have finished the demo (playable now!), I have learned a LOT about how to use React, and I have learned how to ship it with Github Pages (it was very annoying), and now I am ready to move onto greater things (like working on ClubHub)!"}, {"post_id": 11887, "ts": "2026-06-19T11:32:04Z", "hours": 2.5628, "text": "Now I get why everyone likes JSX based tools. I have INFINITE POWER now. ClubHub is gonna be a breeze!"}]...
|
Title: Button Pusher by @Mottl | Stardance
Devlog Title: Button Pusher by @Mottl | Stardance
Devlogs:
Now I get why everyone likes JSX based tools. I have INFINITE POWER now. ClubHub is gonna be a breeze!
I am ready to ship! I have finished the demo (playable now!), I have learned a LOT about how to use React, and I have learned how to ship it with Github Pages (it was very annoying), and now I am ready to move onto greater things (like working on ClubHub)!
Ships:
This is a cool little demo that I made in React (specifically Vite), to learn React! You push the button, and⦠stuff happens. What happens? Itās on the site! Go check it out now!...
|
1793332462.1200619
|
1793418862.1200619
|
|
3004
|
rocket brains by @alecsis | Stardance
|
alecsis
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rocket brains by @alecsis | Stardance
|
1793332463.290924
|
1793937263.290924
|
|
14003
|
A Cool Folding Clothes Machine by @Rey | Stardance
|
Rey
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A Cool Folding Clothes Machine by @Rey | St Title: A Cool Folding Clothes Machine by @Rey | Stardance...
|
1793332464.1663227
|
1793937264.1663227
|
|
11526
|
My awesome macropad! by @UltimateForm | Stardance
|
UltimateForm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @UltimateForm | Sta Title: My awesome macropad! by @UltimateForm | Stardance...
|
1793332465.1169407
|
1793937265.1169407
|
|
22111
|
Scrapbook maker by @kk_vun | Stardance
|
kk_vun
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T18:28:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Saturn V rocket with fusion 360 NASA PLS Hire me also check out my scrapbook maker", "repo": "https://github.com/kkv-lang/Gallery-maker", "demo": "https://kkv-lang.github.io/Gallery-maker/"}]...
|
[{"post_id": 11735, "ts": "202 [{"post_id": 11735, "ts": "2026-06-19T03:24:16Z", "hours": 0.2867, "text": "Yo guys I finished my Saturn V rocket I used fusion 360 and I added a Decal to it (NASA if you are reading this pls hire me also (PLS PLS PLS vote for me I need the macbook for my physics olympiad!) Also I added some caption searches to my scrapbook maker so check that out if you want but NASA my offer ends next week."}, {"post_id": 11725, "ts": "2026-06-19T02:59:14Z", "hours": 0.3092, "text": "Guys I created a rocket like saturn V in fusion 360 this is what I had at phase one also creat your own scrapebooks using this (pls like i need a new laptop for my competitions)"}]...
|
Title: Scrapbook maker by @kk_vun | Stardance
Dev Title: Scrapbook maker by @kk_vun | Stardance
Devlogs:
Guys I created a rocket like saturn V in fusion 360 this is what I had at phase one also creat your own scrapebooks using this (pls like i need a new laptop for my competitions)
Yo guys I finished my Saturn V rocket I used fusion 360 and I added a Decal to it (NASA if you are reading this pls hire me also (PLS PLS PLS vote for me I need the macbook for my physics olympiad!) Also I added some caption searches to my scrapbook maker so check that out if you want but NASA my offer ends next week.
Ships:
I made a Saturn V rocket with fusion 360 NASA PLS Hire me also check out my scrapbook maker...
|
1793332466.0354366
|
1793418866.0354366
|
|
3272
|
My awesome macropad! by @Tori | Stardance
|
Tori
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Tori | Stardance
|
1793332467.1694832
|
1793937267.1694832
|
|
1638
|
My awesome macropad! by @Winston | Stardance
|
Winston
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Winston | Stardanc Title: My awesome macropad! by @Winston | Stardance...
|
1793332468.0914311
|
1793937268.0914311
|
|
47006
|
Project #1: Slack Bot by @crustissues | Stardance
|
crustissues
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T09:35:14Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot named Lotus! This is my very first programming project. Please be advised that for some of the commands not used in the guide for this mission, I used AI to generate. The bot has commands like fun facts, jokes, quizzes, and certain anime gimmicks! I spent about 14 hours on this project (not listed in hackatime because I just learned how to use it).", "repo": "https://github.com/musicalruh-glitch/lotus-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 47299, "ts": "202 [{"post_id": 47299, "ts": "2026-08-15T05:09:14Z", "hours": 0.3947, "text": "Iām new to stardance, so I recently found out how to track my work through hacktime! It is upsetting to find out that I couldnāt log 10 hours of my work, but that only means I need to work harder! Despite the earlier screenshot, right now Iām working on running my slack bot 24/7 and completing the mission. Wish me luck!"}]...
|
Title: Project #1: Slack Bot by @crustissues | Sta Title: Project #1: Slack Bot by @crustissues | Stardance
Devlogs:
Iām new to stardance, so I recently found out how to track my work through hacktime! It is upsetting to find out that I couldnāt log 10 hours of my work, but that only means I need to work harder! Despite the earlier screenshot, right now Iām working on running my slack bot 24/7 and completing the mission. Wish me luck!
Ships:
I made a slack bot named Lotus! This is my very first programming project. Please be advised that for some of the commands not used in the guide for this mission, I used AI to generate. The bot has commands like fun facts, jokes, quizzes, and certain anime gimmicks! I spent about 14 hours on this project (not listed in hackatime because I just learned how to use it)....
|
1793332468.998787
|
1793418868.998787
|
|
4143
|
Untitled project by @MinhNguyen | Stardance
|
MinhNguyen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @MinhNguyen | Stardance
|
1793332470.2251477
|
1793937270.2251477
|
|
2848
|
My first slack bot! by @SilverCanvas | Stardance
|
SilverCanvas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @SilverCanvas | Star Title: My first slack bot! by @SilverCanvas | Stardance...
|
1793332471.1341317
|
1793937271.1341317
|
|
26682
|
Launch Your Own Rocket Simulator by @mruhankhan | Launch Your Own Rocket Simulator by @mruhankhan | Stardance...
|
mruhankhan
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T22:00:24Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a browser based 3D rocket construction and space flight simulator using React and ThreeJS. Players can assemble custom rocket stages in a detailed hangar, select paint colors, and walk around planetary launch outposts to pilot their vehicles. The most challenging parts were synchronizing the overlay menu states with the WebGL canvas loop, creating custom Web Audio API synthesizers for procedural weather sounds, and designing the character collision system. I am proud of the polished user experience, the dynamic storm animations, and the telemetry systems. To test the project, click the screen to capture the mouse to look around, walk using WASD, jump with Space, and press E to board the rocket or use elevators.", "repo": "https://github.com/Mruhankhan/Space", "demo": "https://space-ruby-nu.vercel.app/"}]...
|
[{"post_id": 23124, "ts": "202 [{"post_id": 23124, "ts": "2026-07-05T21:56:09Z", "hours": 1.0556, "text": "I have successfully finished coding, refining, and polishing the Space Rocket Builder Simulator! The project features a fully modular 3D rocket hangar constructor, interactive walking/exploration modes around launch towers, and dynamically simulated planetary environments (each with bespoke weather particle simulations, lighting, and ambient Web Audio synthesizer soundscapes).The codebase has been fully optimized, verified to build cleanly, and all changes including the bug fixes to the planet carousels, UI navigation button placements, layout adjustments, and progress panels have been pushed to the main repository. It is ready for deployment!"}, {"post_id": 22590, "ts": "2026-07-05T03:50:55Z", "hours": 0.6197, "text": "Implement save/load functionality for custom rocket configurations in the hangar. Users can now save their rocket builds with custom names and restore them later. The last used build is automatically restored on startup. Includes a debug script for hangar screenshot testing."}, {"post_id": 22566, "ts": "2026-07-05T02:39:36Z", "hours": 1.2106, "text": "Replaced static grid planet selection with an interactive carousel featuring left/right navigation and dynamic 3D planet rendering. The menu now displays a detailed planet information panel (gravity, atmosphere, visibility) and unlock requirements. The 3D scene generates planet-specific models with animations instead of a static Earth. Optimized vegetation geometry reuse and updated test scripts for the new selectors."}, {"post_id": 22520, "ts": "2026-07-05T01:18:48Z", "hours": 0.4869, "text": "Implement a comprehensive solar system progression framework enabling players to unlock and travel to different planets. Includes: PlanetManager to coordinate planet-specific environments, lighting, and dynamic effects Nine planet environment modules (Earth, Mercury, Venus, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto) with unique visual characteristics ProgressionSystem for tracking unlocked planets, launches, and missions TravelSystem for coordinating launch destinations and planet unlocking DestinationSelector modal UI for selecting target planets before launch LeftProgressPanel showing solar system progress, active planet, and unlock status Updated MainMenu to display solar system grid instead of simple navigation Planets unlock when player successfully launches to them Each planet has distinct environments: lighting, fog, vegetation/terrain, atmospheric effects"}, {"post_id": 22322, "ts": "2026-07-04T18:46:19Z", "hours": 0.5189, "text": "Multi-Rocket Launch Complex: Added three identical rockets arranged realistically around the launchpad, maintaining consistent takeoff animations and launch pad platforms.Cinematic Camera Improvements:Implemented smooth mouse-wheel zooming during the flight sequence.Added camera bounds constraints to ensure the camera never clips below the grey launchpad platforms.Rendered clear instructions on-screen in red text: āMouse Wheel: Zoom In/Out During Launchā.Integrated Pre-Launch Screen: Updated the pre-launch scene and hangar environments to show all three rockets in their formation.2. Performance Engineering & Optimization (Target: 120 FPS)Particle Recycling Pool: Implemented a global recycling pool for engine flares, smoke, and sparks to eliminate frame-rate stutters caused by CPU/GPU memory allocations.Resolved WebGL Resource Leaks: Ensured proper disposal of geometries and materials on scene transitions/cleanup, preventing WebGL context losses.Render Pipeline Tuning: Set depthWrite: false on smoke/fire transparent materials to bypass depth buffer sorting bottleneck, and integrated dynamic frustum/distance culling to skip rendering objects far behind the camera.React Rendering Optimization: Memoized all primary UI screen components (MainMenu, HangarScreen, PilotLog, ProfileScreen) using React.memo to eliminate cascading re-renders from telemetry updates.3. Real-Time Diagnostics & TestingPerformance HUD Overlay: Built a real-time developer diagnostics panel showing FPS, frame render times, draw calls, triangle counts, active particles, and active WebGL geometries/textures.Automated Integration Testing: Successfully verified the changes with production builds and playwright headless-WebGL simulation scripts (node scripts/_probe-launch.mjs), confirming all telemetry flows, camera cycles, and abort-to-result sequences pass with zero runtime errors."}, {"post_id": 22300, "ts": "2026-07-04T18:07:42Z", "hours": 1.8444, "text": "Static Radio Chatter: Plays random filter-modulated ground control clicks and static radio chatter during the fueling and countdown phases.Rattle Frequency Modulation: Adds high-frequency frequency modulation to the lowpass thruster noise to simulate structural rattle at ignition.Physical Distance Attenuation: Implemented a physical inverse-square law for the engine roar. Sound volume fades realistically as the rocket climbs away from the camera."}, {"post_id": 21928, "ts": "2026-07-04T03:45:09Z", "hours": 0.5475, "text": "Lauch Developments"}, {"post_id": 21912, "ts": "2026-07-04T02:50:27Z", "hours": 1.8097, "text": "Bug and launch fix"}, {"post_id": 21808, "ts": "2026-07-03T22:52:26Z", "hours": 3.63, "text": "Walk up the stairs of the launch gantry tower to verify that the stairs are completely unblocked by columns and the player can reach the top platform. Verify that the frame rate is smooth and there is no movement lag. Stop once you have verified these visual and interactive updates. Restructure project into core/systems/config/rocket/buildings, updating imports accordingly. Add procedural building modules (dome, facility, gantry, mc) and a new buildings/world.js that composes and merges decorative meshes for far fewer draw calls. Move many subsystems (renderer, physics, sound, particles, loaders, save) into src/systems and core gameplay into src/core. Character behavior adjusted (ladder interaction removed, enter/exit rocket helpers, start position moved to facility). Expose physics.addBoxCollider and update UI imports to new module paths."}, {"post_id": 19416, "ts": "2026-06-30T18:50:43Z", "hours": 1.8831, "text": "HUD rework settings menu dead code sweep FOV/sensitivity/volume wiring"}, {"post_id": 18805, "ts": "2026-06-30T00:41:41Z", "hours": 0.7983, "text": "HUD.JSX"}, {"post_id": 18763, "ts": "2026-06-29T23:23:09Z", "hours": 0.7608, "text": "Upstream provider NIM returned HTTP 429. Category: rate_limit_error Mapped message: Provider rate limit reached. Please retry shortly. Upstream error: {āstatusā:429,ātitleā:āToo Many Requestsā} Request ID: req_935261a0c57e Using claude to fix the ramdon rendering in my project but NVDA keys are limited to 40 :("}, {"post_id": 17337, "ts": "2026-06-28T02:40:38Z", "hours": 1.5228, "text": "Large v0.2 feature update: Add procedural asset/build pipeline and generated blobs (public/models, public/sounds) plus build scripts (scripts/build-models.mjs, build-sounds.mjs) and package.json build task. Central loaders + preload (src/loaders.js) with audio/model fallbacks; service worker for offline (public/sw.js). Missions, scoring and unlock system (src/missions.js, src/unlocks.js), persist mission history (src/save.js). Touch controls + joystick, HUD improvements, console flash, crosshair, result sharing UI, ErrorBoundary. Audio rework to prefer predecoded buffers with synth fallback, renderer/rocket/load integration and misc fixes. Still need to fix the button / UI glitch"}, {"post_id": 17237, "ts": "2026-06-27T23:06:56Z", "hours": 0.7272, "text": "Introduce interactive rocket consoles and launch readiness checks: consoles are part of interior geometry, can be activated by the character, and the UI shows console progress and launch readiness. Gate launches until all consoles are online. Add reset-progress action and save.clearProgress. Stability and polish: implement a fixed timestep loop, make physics ignore marked shell boxes when inside rocket, add options to physics.addStatic, fix particle opacity/lifetime accounting, improve renderer disposal and named imports for three.js, enhance launch altitude/staging logic, and add hangar templates/stage configuration. Miscellaneous small UI and character improvements (console activation, deck naming, interaction handling)."}, {"post_id": 17188, "ts": "2026-06-27T21:55:47Z", "hours": 0.6286, "text": "fixed server / files error"}, {"post_id": 17154, "ts": "2026-06-27T20:54:29Z", "hours": 1.7708, "text": "I have been developing a browser based 3D space game called Space.gi where players can design and build their own rockets. The project currently includes the foundation of the user interface, player profiles, and the initial game environment. At this stage, I am still actively improving performance, as some parts of the UI are running slower than expected. I am also continuing to work on the character movement system, which is not yet fully implemented or optimized. My current focus is on improving responsiveness, refining gameplay mechanics, and building out additional features to create a smoother and more interactive experience."}]...
|
Title: Launch Your Own Rocket Simulator by @mruhan Title: Launch Your Own Rocket Simulator by @mruhankhan | Stardance
Devlogs:
I have been developing a browser based 3D space game called Space.gi where players can design and build their own rockets. The project currently includes the foundation of the user interface, player profiles, and the initial game environment. At this stage, I am still actively improving performance, as some parts of the UI are running slower than expected. I am also continuing to work on the character movement system, which is not yet fully implemented or optimized. My current focus is on improving responsiveness, refining gameplay mechanics, and building out additional features to create a smoother and more interactive experience.
fixed server / files error
Introduce interactive rocket consoles and launch readiness checks: consoles are part of interior geometry, can be activated by the character, and the UI shows console progress and launch readiness. Gate launches until all consoles are online. Add reset-progress action and save.clearProgress. Stability and polish: implement a fixed timestep loop, make physics ignore marked shell boxes when inside rocket, add options to physics.addStatic, fix particle opacity/lifetime accounting, improve renderer disposal and named imports for three.js, enhance launch altitude/staging logic, and add hangar templates/stage configuration. Miscellaneous small UI and character improvements (console activation, deck naming, interaction handling).
Large v0.2 feature update: Add procedural asset/build pipeline and generated blobs (public/models, public/sounds) plus build scripts (scripts/build-models.mjs, build-sounds.mjs) and package.json build task. Central loaders + preload (src/loaders.js) with audio/model fallbacks; service worker for offline (public/sw.js). Missions, scoring and unlock system (src/missions.js, src/unlocks.js), persist mission history (src/save.js). Touch controls + joystick, HUD improvements, console flash, crosshair, result sharing UI, ErrorBoundary. Audio rework to prefer predecoded buffers with synth fallback, renderer/rocket/load integration and misc fixes. Still need to fix the button / UI glitch
Upstream provider NIM returned HTTP 429. Category: rate_limit_error Mapped message: Provider rate limit reached. Please retry shortly. Upstream error: {āstatusā:429,ātitleā:āToo Many Requestsā} Request ID: req_935261a0c57e Using claude to fix the ramdon rendering in my project but NVDA keys are limited to 40 :(
HUD.JSX
HUD rework settings menu dead code sweep FOV/sensitivity/volume wiring
Walk up the stairs of the launch gantry tower to verify that the stairs are completely unblocked by columns and the player can reach the top platform. Verify that the frame rate is smooth and there is no movement lag. Stop once you have verified these visual and interactive updates. Restructure project into core/systems/config/rocket/buildings, updating imports accordingly. Add procedural building modules (dome, facility, gantry, mc) and a new buildings/world.js that composes and merges decorative meshes for far fewer draw calls. Move many subsystems (renderer, physics, sound, particles, loaders, save) into src/systems and core gameplay into src/core. Character behavior adjusted (ladder interaction removed, enter/exit rocket helpers, start position moved to facility). Expose physics.addBoxCollider and update UI imports to new module paths.
Bug and launch fix
Lauch Developments
Static Radio Chatter: Plays random filter-modulated ground control clicks and static radio chatter during the fueling and countdown phases.Rattle Frequency Modulation: Adds high-frequency frequency modulation to the lowpass thruster noise to simulate structural rattle at ignition.Physical Distance Attenuation: Implemented a physical inverse-square law for the engine roar. Sound volume fades realistically as the rocket climbs away from the camera.
Multi-Rocket Launch Complex: Added three identical rockets arranged realistically around the launchpad, maintaining consistent takeoff animations and launch pad platforms.Cinematic Camera Improvements:Implemented smooth mouse-wheel zooming during the flight sequence.Added camera bounds constraints to ensure the camera never clips below the grey launchpad platforms.Rendered clear instructions on-screen in red text: āMouse Wheel: Zoom In/Out During Launchā.Integrated Pre-Launch Screen: Updated the pre-launch scene and hangar environments to show all three rockets in their formation.2. Performance Engineering & Optimization (Target: 120 FPS)Particle Recycling Pool: Implemented a global recycling pool for engine flares, smoke, and sparks to eliminate frame-rate stutters caused by CPU/GPU memory allocations.Resolved WebGL Resource Leaks: Ensured proper disposal of geometries and materials on scene transitions/cleanup, preventing WebGL context losses.Render Pipeline Tuning: Set depthWrite: false on smoke/fire transparent materials to bypass depth buffer sorting bottleneck, and integrated dynamic frustum/distance culling to skip rendering objects far behind the camera.React Rendering Optimization: Memoized all primary UI screen components (MainMenu, HangarScreen, PilotLog, ProfileScreen) using React.memo to eliminate cascading re-renders from telemetry updates.3. Real-Time Diagnostics & TestingPerformance HUD Overlay: Built a real-time developer diagnostics panel showing FPS, frame render times, draw calls, triangle counts, active particles, and active WebGL geometries/textures.Automated Integration Testing: Successfully verified the changes with production builds and playwright headless-WebGL simulation scripts (node scripts/_probe-launch.mjs), confirming all telemetry flows, camera cycles, and abort-to-result sequences pass with zero runtime errors.
Implement a comprehensive solar system progression framework enabling players to unlock and travel to different planets. Includes: PlanetManager to coordinate planet-specific environments, lighting, and dynamic effects Nine planet environment modules (Earth, Mercury, Venus, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto) with unique visual characteristics ProgressionSystem for tracking unlocked planets, launches, and missions TravelSystem for coordinating launch destinations and planet unlocking DestinationSelector modal UI for selecting target planets before launch LeftProgressPanel showing solar system progress, active planet, and unlock status Updated MainMenu to display solar system grid instead of simple navigation Planets unlock when player successfully launches to them Each planet has distinct environments: lighting, fog, vegetation/terrain, atmospheric effects
Replaced static grid planet selection with an interactive carousel featuring left/right navigation and dynamic 3D planet rendering. The menu now displays a detailed planet information panel (gravity, atmosphere, visibility) and unlock requirements. The 3D scene generates planet-specific models with animations instead of a static Earth. Optimized vegetation geometry reuse and updated test scripts for the new selectors.
Implement save/load functionality for custom rocket configurations in the hangar. Users can now save their rocket builds with custom names and restore them later. The last used build is automatically restored on startup. Includes a debug script for hangar screenshot testing.
I have successfully finished coding, refining, and polishing the Space Rocket Builder Simulator! The project features a fully modular 3D rocket hangar constructor, interactive walking/exploration modes around launch towers, and dynamically simulated planetary environments (each with bespoke weather particle simulations, lighting, and ambient Web Audio synthesizer soundscapes).The codebase has been fully optimized, verified to build cleanly, and all changes including the bug fixes to the planet carousels, UI navigation button placements, layout adjustments, and progress panels have been pushed to the main repository. It is ready for deployment!
Ships:
I built a browser based 3D rocket construction and space flight simulator using React and ThreeJS. Players can assemble custom rocket stages in a detailed hangar, select paint colors, and walk around planetary launch outposts to pilot their vehicles. The most challenging parts were synchronizing the overlay menu states with the WebGL canvas loop, creating custom Web Audio API synthesizers for procedural weather sounds, and designing the character collision system. I am proud of the polished user experience, the dynamic storm animations, and the telemetry systems. To test the project, click the screen to capture the mouse to look around, walk using WASD, jump with Space, and press E to board the rocket or use elevators....
|
1793332472.0313623
|
1793418872.0313623
|
|
38345
|
My own site! by @dcleslie29 | Stardance
|
dcleslie29
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @dcleslie29 | Stardance
|
1793332473.2742977
|
1793937273.2742977
|
|
32652
|
Pocket Fox by @AHuman328 | Stardance
|
AHuman328
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pocket Fox by @AHuman328 | Stardance
|
1793332474.2054682
|
1793937274.2054682
|
|
20383
|
My awesome macropad! by @casonthaii | Stardance
|
casonthaii
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @casonthaii | Stard Title: My awesome macropad! by @casonthaii | Stardance...
|
1793332475.0947978
|
1793937275.0947978
|
|
32269
|
Quizapp by @ruter | Stardance
|
ruter
|
1
|
9.97
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T19:11:16Z", "hours": 9.0, "multiplier": 1.47, "payout": 13, "blessing": "neutral", "text": "Added dark mode, test history with each attempt details visible after clicking the attempt row. Also overhauled the UI/UX of answer, edit test and question pages.", "repo": "https://github.com/rutra8002/quizapp", "demo": "https://quiz.rutra.me"}]...
|
[{"post_id": 26788, "ts": "202 [{"post_id": 26788, "ts": "2026-07-11T19:43:44Z", "hours": 0.9686, "text": "Hey! Sadly the free gemini api has 5 request per minute limit, and 20 per day, so beware of that when testing my webapp, I added some popups to inform user when ai grading is disabled."}, {"post_id": 24283, "ts": "2026-07-07T19:02:25Z", "hours": 8.8483, "text": "Added dark mode, test history with each attempt details visible after clicking the attempt row. Also overhauled the UI/UX of answer, edit test and question pages. https://quiz.rutra.me"}]...
|
Title: Quizapp by @ruter | Stardance
Devlogs:
Add Title: Quizapp by @ruter | Stardance
Devlogs:
Added dark mode, test history with each attempt details visible after clicking the attempt row. Also overhauled the UI/UX of answer, edit test and question pages. https://quiz.rutra.me
Hey! Sadly the free gemini api has 5 request per minute limit, and 20 per day, so beware of that when testing my webapp, I added some popups to inform user when ai grading is disabled.
Ships:
Added dark mode, test history with each attempt details visible after clicking the attempt row. Also overhauled the UI/UX of answer, edit test and question pages....
|
1793332476.0031526
|
1793418876.0031526
|
|
26136
|
Ender 3 S1 AFMS(Automatic Filament Managing system Ender 3 S1 AFMS(Automatic Filament Managing system) by @albertphu3 | Stardance...
|
albertphu3
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ender 3 S1 AFMS(Automatic Filament Managing Title: Ender 3 S1 AFMS(Automatic Filament Managing system) by @albertphu3 | Stardance...
|
1793332477.1676738
|
1793937277.1676738
|
|
29023
|
ROOT SCAN by @sidgarnepudi | Stardance
|
sidgarnepudi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ROOT SCAN by @sidgarnepudi | Stardance
|
1793332478.1050358
|
1793937278.1050358
|
|
4441
|
My awesome macropad! by @vero | Stardance
|
vero
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @vero | Stardance
|
1793332479.047874
|
1793937279.047874
|
|
31660
|
A cyberdeck by @Groovy | Stardance
|
Groovy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A cyberdeck by @Groovy | Stardance
|
1793332479.987521
|
1793937279.987521
|
|
47017
|
pixel run by @rizz | Stardance
|
rizz
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T04:05:12Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "honestly the fun part was when the first level just⦠worked. moving the ship around and dodging rocks felt good pretty fast. also those tiny things like the screen shake and the button getting a little bigger when you press it. dumb stuff but it made the game feel less dead. connecting everything was cool too. once the levels actually led into each other with the garlic lives and that little waiting screen, it stopped feeling like a bunch of tests and started feeling like a real game. and finishing it. that part felt nice. most stuff i start never gets there. the hard part was mostly the backgrounds and the screen. i spent way too long fighting stretch modes and cameras and weird gray bars. the actual gameplay ideas were easy compared to just making the picture fill the window properly. also kept wanting to add more. ājust one more levelā or āmaybe powerups.ā had to stop myself a lot. and level 3 was annoying at first because it felt too similar to the first one until i changed it. yeah. fun was the feel and the finishing. hard was the technical screen stuff and not overdoing it.", "repo": "https://github.com/STEVEALEX-source/PIXELRUN", "demo": "https://ewwrizz.itch.io/pixelrun"}]...
|
[{"post_id": 46688, "ts": "202 [{"post_id": 46688, "ts": "2026-08-14T03:56:23Z", "hours": 1.1025, "text": "PIXEL RUN ā Last Devlog alright. this is the last one. the gameās done. or done enough. you can start it, play through the levels, lose your garlic, try again, finish it. it has a beginning and an end. that was the whole point. looking back itās still just a small thing. nothing crazy. but itās finished, and most of my projects arenāt, so Iām taking the win. a lot of the time went into dumb stuff. backgrounds not filling the screen. menus looking wrong. little bugs that only showed up after connecting everything. the actual gameplay ideas were the easy part. no big plans after this. maybe Iāll tweak difficulty later if people play it. maybe I wonāt touch it again. both are fine. thanks if you followed along for some reason. thatās it. gameās out. Iām going to go touch grass or open a new empty project. havenāt decided yet."}, {"post_id": 46408, "ts": "2026-08-13T16:21:47Z", "hours": 1.0633, "text": "PIXEL RUN ā Devlog #4 not much of a plan this time. mostly just cleaned things up and made the levels actually connect to each other. before this, finishing one level didnāt really go anywhere useful. now it does. you clear it, you get that little intermission screen with the garlic lives and the timer, then the next one starts. feels more like a real game and less like separate tests stuck in a folder. also fixed a bunch of small dumb stuff. backgrounds were cutting off. camera was doing something weird. scores werenāt saving right. the usual. still no music. still not sure if iāll add any. the game is playable start to finish now though. that feels good. probably gonna mess with the difficulty a bit next. some parts are too easy, some are annoying for the wrong reasons. anyway. thatās four. still going."}, {"post_id": 46244, "ts": "2026-08-13T10:59:47Z", "hours": 1.2267, "text": "Okay so⦠third one. This time I actually put the first real level in. Itās the dodge one. Youāre the little ship at the bottom, rocks fall, you move left and right, try not to die for 25 seconds. Thatās it. Sounds simple when I say it like that. It was simple. Thatās why I started with it. I spent most of the time just making the rocks feel less boring. At first they all fell at the same speed and it was just⦠waiting. So I made some small and fast, some big and slow, and later in the timer they start coming in groups. Suddenly you actually have to look instead of just sliding left and right on autopilot. Also added a tiny score that goes up every time you dodge one. Not the main goal or anything, just so the screen isnāt completely empty. The background is space with a planet at the bottom. Nothing fancy. Just enough so it doesnāt look like a blank void. Still no music. Just the hit sound and the little score beep. Iām okay with that for now. Next Iāll keep building from here and try not to break everything while I do it. Thatās it. First level is in. It works. Iām calling that progress."}, {"post_id": 45820, "ts": "2026-08-12T15:27:53Z", "hours": 0.5903, "text": "Devlog #2 Whatās New Start Menu Overhaul The main menu got a complete visual and functional refresh: Cleaner UI Layout, Streamlined button placement and spacing for better readability Improved Visual Hierarchy, Title and CTA buttons stand out more Better Mobile Responsiveness, Menu scales properly across device sizes Polish Pass , Tweaked colors, fonts, and animations for a more polished feel Smooth Transitions, Button states and state changes feel responsive"}, {"post_id": 45732, "ts": "2026-08-12T12:40:58Z", "hours": 0.7344, "text": "Okay so⦠this is the first devlog. And Iām only gonna talk about the start menu. Yeah. Just the menu. I know that sounds dumb. Itās one screen. But I kept changing it and deleting stuff and second-guessing it, so I figured I might as well talk about it. When you open the game right now, itās basically nothing. Dark green background. Some tiny stars floating down. One yellow button that says START. And if youāve played before, it shows your best score at the bottom in small text. Thatās the whole thing. No title. No āPixel Runā written big. No character waving at you. No āpress any key to continue.ā Just the button. First version was the normal one. You know the kind. Big title in the middle. Some little subtitle under it. Start button. Maybe a quit button. Controls listed at the bottom so people donāt get confused. It looked fine. It looked like a game. But it also looked like every other small project Iāve opened. Felt generic. Like I was following a template without thinking. So I started cutting things. Subtitle went first. Then the controls text. Then I sat there looking at the big title and thought⦠do I actually need this? And I deleted it. The screen felt weirdly better. Quieter. Like it wasnāt trying to impress me. I went back and forth on the no-title thing a lot. Part of me was like āyou need the name on the screen, thatās just how games work.ā But another part was like⦠itās a tiny game. Youāre in it for two minutes. The name doesnāt need to sell anything. The button is the only thing that matters. So I left it off. The nameās still in the window title if anyone cares. Colors took a bit too. Originally the background was more blue-dark. Felt cold. Kind of default. Switched it to this deep green-black and suddenly it felt warmer. More intentional. Button is yellow. Pretty loud yellow. I tried softer yellows and they disappeared into the background. Tried white text on the button ā too bright. Black text felt harsh. Ended up with dark green text on the yellow button so it feels like it belongs to the same palette. Not sure if itās ācorrectā design. But I like how it looks. The stars are just there so the screen doesnāt feel dead. Theyāre tiny. Different speeds. They wrap around when they go off the bottom. No fancy twinkling or anything. I tried making them pulse and it looked try-hard, so I stopped. They make the menu feel a little alive while youāre sitting there. Thatās all I wanted. The button does this small scale thing when you press it. Gets a bit bigger, then goes back. Takes like a tenth of a second. Doesnāt matter. But without it the press felt flat. With it, it feels like the game actually heard you. Same reason the best score is down there. Itās small. Easy to miss. But if youāve played before, itās nice that the game remembers. I think thatās it. I kept wanting to add more. A little character. A logo. Some flavor text. Every time I did, the screen got noisier and I liked it less. So I left it almost empty on purpose. Maybe itās too empty. Maybe people will open it and think the game is broken. I donāt know. But for now Iām sticking with it. Anyway. Thatās the menu. Next time Iāll actually talk about the levels or something."}]...
|
Title: pixel run by @rizz | Stardance
Devlogs:
Ok Title: pixel run by @rizz | Stardance
Devlogs:
Okay so⦠this is the first devlog. And Iām only gonna talk about the start menu. Yeah. Just the menu. I know that sounds dumb. Itās one screen. But I kept changing it and deleting stuff and second-guessing it, so I figured I might as well talk about it. When you open the game right now, itās basically nothing. Dark green background. Some tiny stars floating down. One yellow button that says START. And if youāve played before, it shows your best score at the bottom in small text. Thatās the whole thing. No title. No āPixel Runā written big. No character waving at you. No āpress any key to continue.ā Just the button. First version was the normal one. You know the kind. Big title in the middle. Some little subtitle under it. Start button. Maybe a quit button. Controls listed at the bottom so people donāt get confused. It looked fine. It looked like a game. But it also looked like every other small project Iāve opened. Felt generic. Like I was following a template without thinking. So I started cutting things. Subtitle went first. Then the controls text. Then I sat there looking at the big title and thought⦠do I actually need this? And I deleted it. The screen felt weirdly better. Quieter. Like it wasnāt trying to impress me. I went back and forth on the no-title thing a lot. Part of me was like āyou need the name on the screen, thatās just how games work.ā But another part was like⦠itās a tiny game. Youāre in it for two minutes. The name doesnāt need to sell anything. The button is the only thing that matters. So I left it off. The nameās still in the window title if anyone cares. Colors took a bit too. Originally the background was more blue-dark. Felt cold. Kind of default. Switched it to this deep green-black and suddenly it felt warmer. More intentional. Button is yellow. Pretty loud yellow. I tried softer yellows and they disappeared into the background. Tried white text on the button ā too bright. Black text felt harsh. Ended up with dark green text on the yellow button so it feels like it belongs to the same palette. Not sure if itās ācorrectā design. But I like how it looks. The stars are just there so the screen doesnāt feel dead. Theyāre tiny. Different speeds. They wrap around when they go off the bottom. No fancy twinkling or anything. I tried making them pulse and it looked try-hard, so I stopped. They make the menu feel a little alive while youāre sitting there. Thatās all I wanted. The button does this small scale thing when you press it. Gets a bit bigger, then goes back. Takes like a tenth of a second. Doesnāt matter. But without it the press felt flat. With it, it feels like the game actually heard you. Same reason the best score is down there. Itās small. Easy to miss. But if youāve played before, itās nice that the game remembers. I think thatās it. I kept wanting to add more. A little character. A logo. Some flavor text. Every time I did, the screen got noisier and I liked it less. So I left it almost empty on purpose. Maybe itās too empty. Maybe people will open it and think the game is broken. I donāt know. But for now Iām sticking with it. Anyway. Thatās the menu. Next time Iāll actually talk about the levels or something.
Devlog #2 Whatās New Start Menu Overhaul The main menu got a complete visual and functional refresh: Cleaner UI Layout, Streamlined button placement and spacing for better readability Improved Visual Hierarchy, Title and CTA buttons stand out more Better Mobile Responsiveness, Menu scales properly across device sizes Polish Pass , Tweaked colors, fonts, and animations for a more polished feel Smooth Transitions, Button states and state changes feel responsive
Okay so⦠third one. This time I actually put the first real level in. Itās the dodge one. Youāre the little ship at the bottom, rocks fall, you move left and right, try not to die for 25 seconds. Thatās it. Sounds simple when I say it like that. It was simple. Thatās why I started with it. I spent most of the time just making the rocks feel less boring. At first they all fell at the same speed and it was just⦠waiting. So I made some small and fast, some big and slow, and later in the timer they start coming in groups. Suddenly you actually have to look instead of just sliding left and right on autopilot. Also added a tiny score that goes up every time you dodge one. Not the main goal or anything, just so the screen isnāt completely empty. The background is space with a planet at the bottom. Nothing fancy. Just enough so it doesnāt look like a blank void. Still no music. Just the hit sound and the little score beep. Iām okay with that for now. Next Iāll keep building from here and try not to break everything while I do it. Thatās it. First level is in. It works. Iām calling that progress.
PIXEL RUN ā Devlog #4 not much of a plan this time. mostly just cleaned things up and made the levels actually connect to each other. before this, finishing one level didnāt really go anywhere useful. now it does. you clear it, you get that little intermission screen with the garlic lives and the timer, then the next one starts. feels more like a real game and less like separate tests stuck in a folder. also fixed a bunch of small dumb stuff. backgrounds were cutting off. camera was doing something weird. scores werenāt saving right. the usual. still no music. still not sure if iāll add any. the game is playable start to finish now though. that feels good. probably gonna mess with the difficulty a bit next. some parts are too easy, some are annoying for the wrong reasons. anyway. thatās four. still going.
PIXEL RUN ā Last Devlog alright. this is the last one. the gameās done. or done enough. you can start it, play through the levels, lose your garlic, try again, finish it. it has a beginning and an end. that was the whole point. looking back itās still just a small thing. nothing crazy. but itās finished, and most of my projects arenāt, so Iām taking the win. a lot of the time went into dumb stuff. backgrounds not filling the screen. menus looking wrong. little bugs that only showed up after connecting everything. the actual gameplay ideas were the easy part. no big plans after this. maybe Iāll tweak difficulty later if people play it. maybe I wonāt touch it again. both are fine. thanks if you followed along for some reason. thatās it. gameās out. Iām going to go touch grass or open a new empty project. havenāt decided yet.
Ships:
honestly the fun part was when the first level just⦠worked. moving the ship around and dodging rocks felt good pretty fast. also those tiny things like the screen shake and the button getting a little bigger when you press it. dumb stuff but it made the game feel less dead. connecting everything was cool too. once the levels actually led into each other with the garlic lives and that little waiting screen, it stopped feeling like a bunch of tests and started feeling like a real game. and finishing it. that part felt nice. most stuff i start never gets there. the hard part was mostly the backgrounds and the screen. i spent way too long fighting stretch modes and cameras and weird gray bars. the actual gameplay ideas were easy compared to just making the picture fill the window properly. also kept wanting to add more. ājust one more levelā or āmaybe powerups.ā had to stop myself a lot. and level 3 was annoying at first because it felt too similar to the first one until i changed it. yeah. fun was the feel and the finishing. hard was the technical screen stuff and not overdoing it....
|
1793332480.9115205
|
1793418880.9115205
|