|
571
|
test project ? by @qcoral | Stardance
|
qcoral
|
1
|
27.1
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T14:46:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "testing ship", "repo": "https://github.com/hackclub/hackpad", "demo": ""}]...
|
[{"post_id": 38280, "ts": "202 [{"post_id": 38280, "ts": "2026-07-31T16:21:53Z", "hours": 25.0969, "text": "hihihih"}, {"post_id": 270, "ts": "2026-06-01T14:20:58Z", "hours": 2.0525, "text": "testing"}]...
|
Title: test project ? by @qcoral | Stardance
Devl Title: test project ? by @qcoral | Stardance
Devlogs:
testing
hihihih
Ships:
testing ship...
|
1793101819.422287
|
1793188219.422287
|
|
66669
|
My awesome macropad! by @mw283044 | Stardance
|
mw283044
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @mw283044 | Stardan Title: My awesome macropad! by @mw283044 | Stardance...
|
1793101820.5695229
|
1793706620.5695229
|
|
16838
|
AlpineOS by @ashish-raj-singh | Stardance
|
ashish-raj-singh
|
2
|
23.0
|
72
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T08:32:33Z", "hours": 11.0, "multiplier": 6.36, "payout": 72, "blessing": "neutral", "text": "This is AlpineOS 2 (WebOS-2) upgraded from the previous version of AlpineOS 1 (WebOS-2) UPss Window animations are now smoother and more responsive. Introduced Widgets and are draggable anywhere on the desktop screen Truly FullScreen mode is here, previously the fullscreen was still not using the space behind the dock and menu bar at top, now it does Menu Bar improvements, now it has calender, wifi and a brightness slider which actually workd A new Settings app, which now has the personalization settings, and a new Widgets section where you can add widgets to your desktop Auto hide dock is now working, it simply hides the dock and shows on hovering th bottom of the desktop and it can be toggled in the settings app The Challenge? The main hurdle for me was understanding the actual OS, and its working as i hve tried to keep this project as realistic as i could understand other then that, the animations and drag and drop functionality was a bit challenging, so right now drag and drop us not supported as i have my exams coming up ans stardance is also going to end 30 sep to i dont have that much time The Excitement? this project was particularly exiting for me not because of the web technologies like used react heavily i have been a web dev for like a year main thing was the OS part, i have never worked on an OS before and this was a new experience for me, and i really loved it i tried to understand the real Operating System i leanred about scheduling algorithms like FCFS, SJF, memory management,how kernel works and communicated, how things are separated and modularized so much more What can you do? just right click on desktop and try to add a widget try to hide dock from the settings app, and hover at the bottom of the desktop and see the dock appear back try to minimize and maximize the windows and see the animations try increasing and decreasing the brightness from the menu bar", "repo": "https://github.com/ashish757/AlpineOS", "demo": "https://alpine-os-eight.vercel.app"}, {"ship_num": 2, "ts": "2026-06-13T12:16:11Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built AlpineOS, A fully functional, persistent, browser-based operating system, not just a CSS UI mockup it’s powered by a custom Redux “kernel” that actually manages background processes independently from the visual windows. live Activity Manager that tracks active PIDs and simulated CPU/Memory telemetry. It includes a persistent Virtual File System An draggable Window Manager Terminal engine that interacts with the File System Persistency , File and folders are persistennt and so it the state of the OS, you leave and come back just find that it has retained the state. The Challange? The architecture and state management were incredibly complex. Synchonizing the UI with the actual process mangement in the “kernal” Persistence, making the whole website persistence. Creatin an Task manager was fun and exciting, it felt like a real low level OS feature Excitement??? hell yeah my whole time I have been building, high-level websites and backend. I never tried a low level project, although this is not Low Level but it forced me to explore the architecture and concepts of hoow operating system works at Low level, how terminal connect with the file system. who doesn’t get excited by low level ?? Being able to selec multiple files and folder, not dragable yet, but soon will be What can i do? When you boot it up, don’t just click the icons and look and design and colors, stress test the ARCHITECTURE! Open the Terminal , use cd to change directory and try standard commands like mkdir, touch, ls, and interact with the file system Open the Activity Manager side-by-side with other apps to watch the active processes update and check the live charts (dummy) Right-click the desktop to open Personalization and change the wallpaper. Most importantly: Open a few windows, move them around the screen, and then hard refresh your browser or maybe just restart and Watch the persistence engine drop you right back where you left off.", "repo": "https://github.com/ashish757/AlpineOS", "demo": "https://alpine-os-eight.vercel.app"}]...
|
[{"post_id": 73046, "ts": "202 [{"post_id": 73046, "ts": "2026-09-24T08:31:29Z", "hours": 2.3342, "text": "Devlog 3 Launchpad as promised i have created the launchpad , but the serach functionlity is not working in it sorry i know its just s amll filter thing but i got my exmas this week, im in rush need to feactor the whole assets thing as i wasn initially importing the images but now i have moved it to the public and how just load them all updated the readme and added icon for the launchpad A lot can be done i think, but i am limited with this event ending 30 sep and also my exams are coming up SO BYE FOR NOWW, i really loved this project"}, {"post_id": 72817, "ts": "2026-09-23T19:47:31Z", "hours": 3.2872, "text": "Real OS true now this feels like a real operating system Widgets added widgets to the desktop, can be added from the settings right there are jsut widgets for clock and calander but same design can be used to simply add many more kinds of widgets Menu Bar menu bar now has the brightnes control slider and wifi options (obviously wifi are fake here) Dock can now be auto hidden from settings and only shows up when you hover in the bottom jsut like real macos Integrated the perosnalization in the settings app up next i will add a launch pad, some more little apps, fix a issue related to navigation in finder that i just found out"}, {"post_id": 71881, "ts": "2026-09-21T18:06:25Z", "hours": 1.4678, "text": "Devlog 2 i think i have laid a good foundation for process and window management i am now focusing on the UI and UX of the desktop environment and adding some more app, fetures, and more OS like fell Minimizing and maximizing windows implemented feature to minimize and maxiimize the windows maximizing feature existed but there were some bugs and it wasnt really fullscreen so i fixed that and now it works as expected improve Dock to open or focus the app by detecting wheter app is open or closed or minimized Started improving and adding animations used framer-motion to animate the appearance and disappearance of the windows later i will add transitions to other elements as well Created a settings app to handle the widgets , appearance and general setting all i one place also fixed an infinite render issue in ActivityManagerApp that was caused by the useEffect"}, {"post_id": 70213, "ts": "2026-09-18T18:31:33Z", "hours": 4.1772, "text": "Devlog 1 (after shipping webos1) so its been like 2 months since i last worked on this project so i just revised the whole codebase once Realism so when i decided to build this my main goal was to make it as realistic as possible by realistic i mean to make use of concepts that is used in real linux OS, not just UI but the actual inner workking What went down any application when opened in OS has two parts The window The process Like for notepad app, there is a wrapper window which has the close button and menu options and then there is the actual notepad process which handles things related to the creation and saving of the notes file what was the problem In real OS whenever we try to close a window, the window wrapper simply sends a closing signal to the actual process saying hey process user wants to close you for now. after this the process either saves logs, current changes or show user a confirmation dialog before closing but in my webOS i was jsut closign the process when user clicked the close button on the window wrapper, which is not realistic at all There are three kinds of closing signals that a process can receive SIGTERM SIGKILL SIGQUIT i will not get into the details of these signals but they mean different things , like SIGTERM is a request to terminate the process whereas SIGKILL forces the process to terminate. Solution so i basically added a new property to the window state to track if a window has requested to close the process process actively listen to such state change from the window and replies accordingly and closes the app performs tasks like askeing user to save changes, show warning dialog etc before closing the process there are still some bugs and a lot of things to improve in this thing but i will do that in the next devlog"}, {"post_id": 8020, "ts": "2026-06-13T11:46:24Z", "hours": 3.6642, "text": "#update number 0.0000033 The old man, Terminal Now terminal supports file system operations, can create and delete folders and files Textpad now it can open text files and edit those and save, can create new files as well Activity Manger , task manager Shows the currently running processes in the os, also gives and option to forcefully terminate any process, shows CPU and RAM usage (dummy but mindful of currently running processes) Menu bar menu bar now has specific and dynamic context menu options for each app although its not available yet for each app, but the logic is implemented, I just need to write json config for the ui to display Personalization Right click on desktop and click on Personalization to change wallpaper, will support more customization soon Boot added a cool mock up to mimic shutdown and booting process of OS,"}, {"post_id": 7578, "ts": "2026-06-12T17:50:11Z", "hours": 3.2947, "text": "DevLOG FOURRR What do we got this time well well I now have a complete basic file management system build, I can create text files, edit them, open them, save them in any specific location , delete it, terminal now can run more commands ‘’‘ls, mkdir, rm. touch, echo, clear, etc’’’’ context menus It was time taking and exhausting as every section of the operating system required different type of context menus. It was so much messed up. I ended up creating something central where a single config can decide and make a whole context menu, Desktop is ALIVE Long awaited something I wanted to do is to display what there is in the desktop directory directly onto the desktop after making the complete file system."}, {"post_id": 7422, "ts": "2026-06-12T11:20:38Z", "hours": 0.8694, "text": "Dev Log Threeeee Added a browser as of now only a few websites are accessible like wikipedia.org, other websites reject the connection in a iframe, I am looking for solution to this, I was thinking to maybe compile a rust model web browser using ecmascript and run a browser in browser, looks tough for limited time I have for this project , will definitely give it a shot ( if you guys got any idea let me know ) yayyyy File system is now persistent well despite coolest feature this was fairly easy redux-persistence saved the day, used indexDB as localstorage is synchronous and only allows 5MB of storage -> the files created in desktop folder now show up on the desktop on top of wallpaper NEXT GOAL add some more commands in terminal like ls, touch, mkdir, rm ability to create and save text files make files and folders drag-able (DREAMYYYY) personlization options"}, {"post_id": 7393, "ts": "2026-06-12T10:04:18Z", "hours": 0.6861, "text": "Dev Log 2 Implemented resizing and maximizing of windows (easypzy lemon squeeze) Added some dummy options in the menu bar (will soon make them functional too 😉) Improved UI of file manager (Finder)"}, {"post_id": 7245, "ts": "2026-06-12T02:47:35Z", "hours": 3.4803, "text": "AlpineOS, lightweight web os for study and space research(will be coming soon) The name inspiration come from the alpine images of docker “light weight” I am trying to build is os such that user can sort of study about space. as of now I have build some basic file system, dragable windows, I have setup basic architecture for applications, processes, and files and folders hope fully in my next DEVlog, I will have implemented /fixed resizable windows control panel file and folder persistence some cool apps on space theme preventing windows from going out of screen, will try to make terminal somewhat working improve the UI ability to minimize the windows drag and drop upload of files like text, pdf, word excel etc,"}]...
|
Title: AlpineOS by @ashish-raj-singh | Stardance
Title: AlpineOS by @ashish-raj-singh | Stardance
Devlogs:
AlpineOS, lightweight web os for study and space research(will be coming soon) The name inspiration come from the alpine images of docker “light weight” I am trying to build is os such that user can sort of study about space. as of now I have build some basic file system, dragable windows, I have setup basic architecture for applications, processes, and files and folders hope fully in my next DEVlog, I will have implemented /fixed resizable windows control panel file and folder persistence some cool apps on space theme preventing windows from going out of screen, will try to make terminal somewhat working improve the UI ability to minimize the windows drag and drop upload of files like text, pdf, word excel etc,
Dev Log 2 Implemented resizing and maximizing of windows (easypzy lemon squeeze) Added some dummy options in the menu bar (will soon make them functional too 😉) Improved UI of file manager (Finder)
Dev Log Threeeee Added a browser as of now only a few websites are accessible like wikipedia.org, other websites reject the connection in a iframe, I am looking for solution to this, I was thinking to maybe compile a rust model web browser using ecmascript and run a browser in browser, looks tough for limited time I have for this project , will definitely give it a shot ( if you guys got any idea let me know ) yayyyy File system is now persistent well despite coolest feature this was fairly easy redux-persistence saved the day, used indexDB as localstorage is synchronous and only allows 5MB of storage -> the files created in desktop folder now show up on the desktop on top of wallpaper NEXT GOAL add some more commands in terminal like ls, touch, mkdir, rm ability to create and save text files make files and folders drag-able (DREAMYYYY) personlization options
DevLOG FOURRR What do we got this time well well I now have a complete basic file management system build, I can create text files, edit them, open them, save them in any specific location , delete it, terminal now can run more commands ‘’‘ls, mkdir, rm. touch, echo, clear, etc’’’’ context menus It was time taking and exhausting as every section of the operating system required different type of context menus. It was so much messed up. I ended up creating something central where a single config can decide and make a whole context menu, Desktop is ALIVE Long awaited something I wanted to do is to display what there is in the desktop directory directly onto the desktop after making the complete file system.
#update number 0.0000033 The old man, Terminal Now terminal supports file system operations, can create and delete folders and files Textpad now it can open text files and edit those and save, can create new files as well Activity Manger , task manager Shows the currently running processes in the os, also gives and option to forcefully terminate any process, shows CPU and RAM usage (dummy but mindful of currently running processes) Menu bar menu bar now has specific and dynamic context menu options for each app although its not available yet for each app, but the logic is implemented, I just need to write json config for the ui to display Personalization Right click on desktop and click on Personalization to change wallpaper, will support more customization soon Boot added a cool mock up to mimic shutdown and booting process of OS,
Devlog 1 (after shipping webos1) so its been like 2 months since i last worked on this project so i just revised the whole codebase once Realism so when i decided to build this my main goal was to make it as realistic as possible by realistic i mean to make use of concepts that is used in real linux OS, not just UI but the actual inner workking What went down any application when opened in OS has two parts The window The process Like for notepad app, there is a wrapper window which has the close button and menu options and then there is the actual notepad process which handles things related to the creation and saving of the notes file what was the problem In real OS whenever we try to close a window, the window wrapper simply sends a closing signal to the actual process saying hey process user wants to close you for now. after this the process either saves logs, current changes or show user a confirmation dialog before closing but in my webOS i was jsut closign the process when user clicked the close button on the window wrapper, which is not realistic at all There are three kinds of closing signals that a process can receive SIGTERM SIGKILL SIGQUIT i will not get into the details of these signals but they mean different things , like SIGTERM is a request to terminate the process whereas SIGKILL forces the process to terminate. Solution so i basically added a new property to the window state to track if a window has requested to close the process process actively listen to such state change from the window and replies accordingly and closes the app performs tasks like askeing user to save changes, show warning dialog etc before closing the process there are still some bugs and a lot of things to improve in this thing but i will do that in the next devlog
Devlog 2 i think i have laid a good foundation for process and window management i am now focusing on the UI and UX of the desktop environment and adding some more app, fetures, and more OS like fell Minimizing and maximizing windows implemented feature to minimize and maxiimize the windows maximizing feature existed but there were some bugs and it wasnt really fullscreen so i fixed that and now it works as expected improve Dock to open or focus the app by detecting wheter app is open or closed or minimized Started improving and adding animations used framer-motion to animate the appearance and disappearance of the windows later i will add transitions to other elements as well Created a settings app to handle the widgets , appearance and general setting all i one place also fixed an infinite render issue in ActivityManagerApp that was caused by the useEffect
Real OS true now this feels like a real operating system Widgets added widgets to the desktop, can be added from the settings right there are jsut widgets for clock and calander but same design can be used to simply add many more kinds of widgets Menu Bar menu bar now has the brightnes control slider and wifi options (obviously wifi are fake here) Dock can now be auto hidden from settings and only shows up when you hover in the bottom jsut like real macos Integrated the perosnalization in the settings app up next i will add a launch pad, some more little apps, fix a issue related to navigation in finder that i just found out
Devlog 3 Launchpad as promised i have created the launchpad , but the serach functionlity is not working in it sorry i know its just s amll filter thing but i got my exmas this week, im in rush need to feactor the whole assets thing as i wasn initially importing the images but now i have moved it to the public and how just load them all updated the readme and added icon for the launchpad A lot can be done i think, but i am limited with this event ending 30 sep and also my exams are coming up SO BYE FOR NOWW, i really loved this project
Ships:
I built AlpineOS, A fully functional, persistent, browser-based operating system, not just a CSS UI mockup it’s powered by a custom Redux “kernel” that actually manages background processes independently from the visual windows. live Activity Manager that tracks active PIDs and simulated CPU/Memory telemetry. It includes a persistent Virtual File System An draggable Window Manager Terminal engine that interacts with the File System Persistency , File and folders are persistennt and so it the state of the OS, you leave and come back just find that it has retained the state. The Challange? The architecture and state management were incredibly complex. Synchonizing the UI with the actual process mangement in the “kernal” Persistence, making the whole website persistence. Creatin an Task manager was fun and exciting, it felt like a real low level OS feature Excitement??? hell yeah my whole time I have been building, high-level websites and backend. I never tried a low level project, although this is not Low Level but it forced me to explore the architecture and concepts of hoow operating system works at Low level, how terminal connect with the file system. who doesn’t get excited by low level ?? Being able to selec multiple files and folder, not dragable yet, but soon will be What can i do? When you boot it up, don’t just click the icons and look and design and colors, stress test the ARCHITECTURE! Open the Terminal , use cd to change directory and try standard commands like mkdir, touch, ls, and interact with the file system Open the Activity Manager side-by-side with other apps to watch the active processes update and check the live charts (dummy) Right-click the desktop to open Personalization and change the wallpaper. Most importantly: Open a few windows, move them around the screen, and then hard refresh your browser or maybe just restart and Watch the persistence engine drop you right back where you left off.
This is AlpineOS 2 (WebOS-2) upgraded from the previous version of AlpineOS 1 (WebOS-2) UPss Window animations are now smoother and more responsive. Introduced Widgets and are draggable anywhere on the desktop screen Truly FullScreen mode is here, previously the fullscreen was still not using the space behind the dock and menu bar at top, now it does Menu Bar improvements, now it has calender, wifi and a brightness slider which actually workd A new Settings app, which now has the personalization settings, and a new Widgets section where you can add widgets to your desktop Auto hide dock is now working, it simply hides the dock and shows on hovering th bottom of the desktop and it can be toggled in the settings app The Challenge? The main hurdle for me was understanding the actual OS, and its working as i hve tried to keep this project as realistic as i could understand other then that, the animations and drag and drop functionality was a bit challenging, so right now drag and drop us not supported as i have my exams coming up ans stardance is also going to end 30 sep to i dont have that much time The Excitement? this project was particularly exiting for me not because of the web technologies like used react heavily i have been a web dev for like a year main thing was the OS part, i have never worked on an OS before and this was a new experience for me, and i really loved it i tried to understand the real Operating System i leanred about scheduling algorithms like FCFS, SJF, memory management,how kernel works and communicated, how things are separated and modularized so much more What can you do? just right click on desktop and try to add a widget try to hide dock from the settings app, and hover at the bottom of the desktop and see the dock appear back try to minimize and maximize the windows and see the animations try increasing and decreasing the brightness from the menu bar...
|
1793101821.4929519
|
1793188221.4929519
|
|
66670
|
My first keyboard by @syedakhter | Stardance
|
syedakhter
|
0
|
3.02
|
0
|
[]
|
[{"post_id": 76917, "ts": "202 [{"post_id": 76917, "ts": "2026-10-05T02:29:52Z", "hours": 3.0242, "text": "I Finished the schematic"}]...
|
Title: My first keyboard by @syedakhter | Stardanc Title: My first keyboard by @syedakhter | Stardance
Devlogs:
I Finished the schematic...
|
1793101822.6480606
|
1793706622.6480606
|
|
20274
|
Pokédle by @maruscarebecca | Stardance
|
maruscarebecca
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T21:44:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My most recent (and second ever) web project is something I’ve been looking forward to building for a while :)) I love playing my dopamine dose of daily games and decided to put my own spin on a wordle clone, and made Pokedle. I’ve loved Pokemon since I was little and my older brother taught me the art of the GBA Emulator on my barely functional Motorola phone, and to this day the obsession hasn’t left me, so here we are! I’m definitely still not in my element in web, but this was a fun way of getting some practice in! Definitely suffered a lot less than last time, so I’m seeing improvements, at the least:)) Once I get better at web I’ll definitely add more animations and make it look 10x better, but for now I’m pretty proud of my (small, but worthy!) coding accomplishment.", "repo": "https://github.com/rebecca-marusca/Pokedle", "demo": "https://pokedle-lilac.vercel.app/"}]...
|
[{"post_id": 10907, "ts": "202 [{"post_id": 10907, "ts": "2026-06-17T21:38:14Z", "hours": 0.3383, "text": "Added a title and made the final message pop out a bit more, then deployed and edited the readme file for the repo Also got sidetracked and addded a bunch of 5 letter pokemon names to the words.js file"}, {"post_id": 10891, "ts": "2026-06-17T21:00:30Z", "hours": 1.0633, "text": "Finished the base game functionality - now the keyboard’s keys change colors based on their status! Crazy:)) And played around with some different Pokemon-esque colors (not quite it yet, but I wanted to get rid of the boring white backround and not vibrant enough yellow) Now I want to make it prettier, add a title and make the You won! or You lose! message more prominent. Also need to come up with more 5 letter pokemon as eligible answers, maybe in a future rendition I’ll make it work for any no. of letters, and make it only accept as valid guesses actual pokemon."}, {"post_id": 10839, "ts": "2026-06-17T19:45:04Z", "hours": 1.0719, "text": "Finished implementing the keyboard and I can now type, delete, enter. Up next I’m working on actually checking the guesses and coloring letters:))"}, {"post_id": 10795, "ts": "2026-06-17T18:24:54Z", "hours": 0.9539, "text": "Started working on my pokemon themed wordle :)) Made 3 key components - board, tile, and keyboard, and started working on some of the board logic."}]...
|
Title: Pokédle by @maruscarebecca | Stardance
Dev Title: Pokédle by @maruscarebecca | Stardance
Devlogs:
Started working on my pokemon themed wordle :)) Made 3 key components - board, tile, and keyboard, and started working on some of the board logic.
Finished implementing the keyboard and I can now type, delete, enter. Up next I’m working on actually checking the guesses and coloring letters:))
Finished the base game functionality - now the keyboard’s keys change colors based on their status! Crazy:)) And played around with some different Pokemon-esque colors (not quite it yet, but I wanted to get rid of the boring white backround and not vibrant enough yellow) Now I want to make it prettier, add a title and make the You won! or You lose! message more prominent. Also need to come up with more 5 letter pokemon as eligible answers, maybe in a future rendition I’ll make it work for any no. of letters, and make it only accept as valid guesses actual pokemon.
Added a title and made the final message pop out a bit more, then deployed and edited the readme file for the repo Also got sidetracked and addded a bunch of 5 letter pokemon names to the words.js file
Ships:
My most recent (and second ever) web project is something I’ve been looking forward to building for a while :)) I love playing my dopamine dose of daily games and decided to put my own spin on a wordle clone, and made Pokedle. I’ve loved Pokemon since I was little and my older brother taught me the art of the GBA Emulator on my barely functional Motorola phone, and to this day the obsession hasn’t left me, so here we are! I’m definitely still not in my element in web, but this was a fun way of getting some practice in! Definitely suffered a lot less than last time, so I’m seeing improvements, at the least:)) Once I get better at web I’ll definitely add more animations and make it look 10x better, but for now I’m pretty proud of my (small, but worthy!) coding accomplishment....
|
1793101823.4863117
|
1793188223.4863117
|
|
66671
|
Blackjack by @Kieran-W | Stardance
|
Kieran-W
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Blackjack by @Kieran-W | Stardance
|
1793101824.3563817
|
1793706624.3563817
|
|
8982
|
vipad by @tymon3310 | Stardance
|
tymon3310
|
1
|
5.29
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T18:53:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So vipad is 4x4 2xknob and oled macropad powered by vial (fork of qmk) - so the name is from VI(al)macro(PAD) - vipad. I chose vial instead of mainline qmk bc i have experience with it (ported all keychron kebs to it)", "repo": "https://github.com/Tymon3310/vipad", "demo": ""}]...
|
[{"post_id": 74107, "ts": "202 [{"post_id": 74107, "ts": "2026-09-26T18:08:47Z", "hours": 4.2864, "text": "It works!!!"}, {"post_id": 9389, "ts": "2026-06-15T18:50:48Z", "hours": 0.4183, "text": "so the hardware is complected, i will make fw more polished after i build it."}, {"post_id": 3849, "ts": "2026-06-06T22:20:50Z", "hours": 0.4219, "text": "so almost everything done, but fusion is crashing on export, sooooo lets wait"}]...
|
Title: vipad by @tymon3310 | Stardance
Devlogs:
s Title: vipad by @tymon3310 | Stardance
Devlogs:
so almost everything done, but fusion is crashing on export, sooooo lets wait
so the hardware is complected, i will make fw more polished after i build it.
It works!!!
Ships:
So vipad is 4x4 2xknob and oled macropad powered by vial (fork of qmk) - so the name is from VI(al)macro(PAD) - vipad. I chose vial instead of mainline qmk bc i have experience with it (ported all keychron kebs to it)...
|
1793101825.1947808
|
1793188225.1947808
|
|
66672
|
My awesome macropad! by @EddieZiv | Stardance
|
EddieZiv
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @EddieZiv | Stardan Title: My awesome macropad! by @EddieZiv | Stardance...
|
1793101826.350637
|
1793706626.350637
|
|
70285
|
Satelite_Tracker by @javin_wittig | Stardance
|
javin_wittig
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T18:49:44Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a desktop app that shows which satellites fly over any place on Earth in the next 48 hours and whether you can actually see them. You click a spot on the world map, or search for a place, and you get a list of passes with times, direction, brightness and the cloud forecast. The hardest part was figuring out when a satellite is really visible. It has to be dark where you are, but the satellite still needs sunlight on it, so I had to check the sun’s position and Earth’s shadow for every pass. Estimating how bright each pass will be also took me a while. Getting the app packaged for Windows, Mac and Linux was harder than I expected too. I’m proud that the app doesn’t just say “not visible” but tells you why, like too cloudy or the satellite is in Earth’s shadow. I also like the 3D globe view. To test it: download the file for your system from the releases page, unzip it and start it. Windows and macOS will warn you because the app isn’t signed. The README explains how to open it anyway. The first click on the map takes a few seconds because the app downloads orbit data first.", "repo": "https://github.com/javinwittig/satelite_tracker", "demo": "https://github.com/javinwittig/satelite_tracker/releases/tag/v1.0.1"}]...
|
[{"post_id": 82397, "ts": "202 [{"post_id": 82397, "ts": "2026-10-24T18:25:05Z", "hours": 1.5197, "text": "I improved the user interface of the second window again because I wasn’t really satisfied with how it looked. Now I’m really proud of how it turned out"}, {"post_id": 81999, "ts": "2026-10-23T12:05:11Z", "hours": 1.2656, "text": "I improved the user interface of the second window"}, {"post_id": 81824, "ts": "2026-10-22T17:18:39Z", "hours": 8.5181, "text": "I improved my satellite tracker app. It now shows whether a satellite is visible from Earth and I added more data."}, {"post_id": 80751, "ts": "2026-10-18T18:17:26Z", "hours": 6.0086, "text": "I’m building an app, where you ca select any position on earth and it shows you when the next satelite flies over it"}]...
|
Title: Satelite_Tracker by @javin_wittig | Stardan Title: Satelite_Tracker by @javin_wittig | Stardance
Devlogs:
I’m building an app, where you ca select any position on earth and it shows you when the next satelite flies over it
I improved my satellite tracker app. It now shows whether a satellite is visible from Earth and I added more data.
I improved the user interface of the second window
I improved the user interface of the second window again because I wasn’t really satisfied with how it looked. Now I’m really proud of how it turned out
Ships:
I made a desktop app that shows which satellites fly over any place on Earth in the next 48 hours and whether you can actually see them. You click a spot on the world map, or search for a place, and you get a list of passes with times, direction, brightness and the cloud forecast. The hardest part was figuring out when a satellite is really visible. It has to be dark where you are, but the satellite still needs sunlight on it, so I had to check the sun’s position and Earth’s shadow for every pass. Estimating how bright each pass will be also took me a while. Getting the app packaged for Windows, Mac and Linux was harder than I expected too. I’m proud that the app doesn’t just say “not visible” but tells you why, like too cloudy or the satellite is in Earth’s shadow. I also like the 3D globe view. To test it: download the file for your system from the releases page, unzip it and start it. Windows and macOS will warn you because the app isn’t signed. The README explains how to open it anyway. The first click on the map takes a few seconds because the app downloads orbit data first....
|
1793101827.225864
|
1793188227.225864
|
|
66674
|
MacroPad by @i-do_random-shit_ | Stardance
|
i-do_random-shit_
|
0
|
0.55
|
0
|
[]
|
[{"post_id": 75088, "ts": "202 [{"post_id": 75088, "ts": "2026-09-29T03:53:43Z", "hours": 0.55, "text": "Made the schematics before I go to sleep (hopefully everything is done correctly)"}]...
|
Title: MacroPad by @i-do_random-shit_ | Stardance
Title: MacroPad by @i-do_random-shit_ | Stardance
Devlogs:
Made the schematics before I go to sleep (hopefully everything is done correctly)...
|
1793101828.1013572
|
1793706628.1013572
|
|
66675
|
test by @SpacerCoder | Stardance
|
SpacerCoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @SpacerCoder | Stardance
|
1793101828.9517474
|
1793706628.9517474
|
|
66676
|
test by @SpacerCoder | Stardance
|
SpacerCoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @SpacerCoder | Stardance
|
1793101829.795754
|
1793706629.795754
|
|
66677
|
test by @SpacerCoder | Stardance
|
SpacerCoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @SpacerCoder | Stardance
|
1793101830.6566758
|
1793706630.6566758
|
|
66678
|
test by @SpacerCoder | Stardance
|
SpacerCoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @SpacerCoder | Stardance
|
1793101831.5031042
|
1793706631.5031042
|
|
66679
|
test by @SpacerCoder | Stardance
|
SpacerCoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @SpacerCoder | Stardance
|
1793101832.357509
|
1793706632.357509
|
|
51264
|
Koenigsegg by @Natahnn | Stardance
|
Natahnn
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T10:39:29Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: An interactive Koenigsegg Slack Bot packed with a visual Koenigsegg configuration garage, live FIA Formula 1 driver standings, and live tracking telemetry connections to NASA orbital servers. What was challenging: Debugging the complex API JSON response structures for the live sports data blocks and fixing severe asynchronous timeout bugs on the NASA server network calls. Handling the state of multiple concurrent users configuring hypercars without their choices bleeding into each other was also a puzzle. What I’m proud of: Upgrading a basic plain-text chatbot into a premium visual UI using Slack’s premium two-column Block Kit grid fields, and successfully deploying the entire app stack onto Hack Club Nest as a permanent, crash-proof 24/7 background systemd daemon service! How to test it: Head over to the #nathanbot-testing channel in the Slack workspace and fire up the main configuration dashboard by running the slash command: /koenigsegg-build", "repo": "", "demo": ""}]...
|
[{"post_id": 56535, "ts": "202 [{"post_id": 56535, "ts": "2026-08-28T10:20:23Z", "hours": 3.1225, "text": "Today I completed a massive upgrade for my Koenigsegg Slack Bot and officially deployed it 24/7 in the cloud! Here is everything I got working during this session: • Built a fully interactive Koenigsegg (Hypercar) configurator garage inside Slack using premium Block Kit UI elements. Users can now select their custom Koenigsegg model chassis and liquid paint specs directly from clickable dropdown selection menus. • Designed a custom two-column grid data display for the final production ticket receipt using Slack layouts to neatly present the Owner name, MSRP value, engine configuration, wheels, and a randomized Swedish VIN tracking string. • Fixed critical syntax bugs and API routing connections for the Formula 1 driver standings module and the live NASA Astronomy Picture database fetching system. • Connected to Hack Club Nest via SSH, securely recreated my .env environment configurations, and set up the entire application codebase to run 24/7 as a background systemd service daemon with automatic crash recovery."}]...
|
Title: Koenigsegg by @Natahnn | Stardance
Devlogs Title: Koenigsegg by @Natahnn | Stardance
Devlogs:
Today I completed a massive upgrade for my Koenigsegg Slack Bot and officially deployed it 24/7 in the cloud! Here is everything I got working during this session: • Built a fully interactive Koenigsegg (Hypercar) configurator garage inside Slack using premium Block Kit UI elements. Users can now select their custom Koenigsegg model chassis and liquid paint specs directly from clickable dropdown selection menus. • Designed a custom two-column grid data display for the final production ticket receipt using Slack layouts to neatly present the Owner name, MSRP value, engine configuration, wheels, and a randomized Swedish VIN tracking string. • Fixed critical syntax bugs and API routing connections for the Formula 1 driver standings module and the live NASA Astronomy Picture database fetching system. • Connected to Hack Club Nest via SSH, securely recreated my .env environment configurations, and set up the entire application codebase to run 24/7 as a background systemd service daemon with automatic crash recovery.
Ships:
What I made: An interactive Koenigsegg Slack Bot packed with a visual Koenigsegg configuration garage, live FIA Formula 1 driver standings, and live tracking telemetry connections to NASA orbital servers. What was challenging: Debugging the complex API JSON response structures for the live sports data blocks and fixing severe asynchronous timeout bugs on the NASA server network calls. Handling the state of multiple concurrent users configuring hypercars without their choices bleeding into each other was also a puzzle. What I’m proud of: Upgrading a basic plain-text chatbot into a premium visual UI using Slack’s premium two-column Block Kit grid fields, and successfully deploying the entire app stack onto Hack Club Nest as a permanent, crash-proof 24/7 background systemd daemon service! How to test it: Head over to the #nathanbot-testing channel in the Slack workspace and fire up the main configuration dashboard by running the slash command: /koenigsegg-build...
|
1793101833.229023
|
1793188233.229023
|
|
66680
|
test by @SpacerCoder | Stardance
|
SpacerCoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @SpacerCoder | Stardance
|
1793101834.110418
|
1793706634.110418
|
|
66682
|
The clothpewer by @aidpatel28 | Stardance
|
aidpatel28
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The clothpewer by @aidpatel28 | Stardance
|
1793101834.9725745
|
1793706634.9725745
|
|
66683
|
My very own WebOS by @Alfin | Stardance
|
Alfin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Alfin | Stardance
|
1793101835.8333268
|
1793706635.8333268
|
|
53938
|
quick-clean by @M4RC086 | Stardance
|
M4RC086
|
1
|
10.1
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T14:20:13Z", "hours": 7.0, "multiplier": 2.38, "payout": 17, "blessing": "neutral", "text": "I built a little Linux bash tool that organise files in a folder. I thought it would be easier but bash is really limited and simple. In python or c++ it would be easy but it was a great way to learn bash. Don’t expect a big project, it’s really small and simple, that’s the hole point", "repo": "https://github.com/M4RC086/quick-clean", "demo": "https://github.com/M4RC086/quick-clean/releases/tag/v1.0"}]...
|
[{"post_id": 55492, "ts": "202 [{"post_id": 55492, "ts": "2026-08-27T11:43:58Z", "hours": 3.0994, "text": "So I did some changes. I changed the README becuase they said it was made with AI (it wasn’t). I hope this time my brain don’t write like an LLM. I also improved a lot the performance deleting and changing some loops and using some bash tricks."}, {"post_id": 54975, "ts": "2026-08-26T12:29:13Z", "hours": 2.3578, "text": "I’m going to mark the project as complete. It does what it’s supposed to do and has no bugs (I hope). If any bugs crop up or I think of ways to improve it, I’ll do so. It hasn’t been a very interesting project, but it’s a start. I want to do a more interesting project that motivates me."}, {"post_id": 54646, "ts": "2026-08-25T17:55:57Z", "hours": 4.7308, "text": "Hello, this is the fist devlog of quick-clean The main utility itself is working: it groups files together and places the unknown ones in a separate folder. But I would like to do some minor changes. Also i need to do the README, setup script and stuff like that."}]...
|
Title: quick-clean by @M4RC086 | Stardance
Devlog Title: quick-clean by @M4RC086 | Stardance
Devlogs:
Hello, this is the fist devlog of quick-clean The main utility itself is working: it groups files together and places the unknown ones in a separate folder. But I would like to do some minor changes. Also i need to do the README, setup script and stuff like that.
I’m going to mark the project as complete. It does what it’s supposed to do and has no bugs (I hope). If any bugs crop up or I think of ways to improve it, I’ll do so. It hasn’t been a very interesting project, but it’s a start. I want to do a more interesting project that motivates me.
So I did some changes. I changed the README becuase they said it was made with AI (it wasn’t). I hope this time my brain don’t write like an LLM. I also improved a lot the performance deleting and changing some loops and using some bash tricks.
Ships:
I built a little Linux bash tool that organise files in a folder. I thought it would be easier but bash is really limited and simple. In python or c++ it would be easy but it was a great way to learn bash. Don’t expect a big project, it’s really small and simple, that’s the hole point...
|
1793101836.712687
|
1793188236.712687
|
|
66685
|
My own site! by @file_exe | Stardance
|
file_exe
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @file_exe | Stardance
|
1793101837.8329113
|
1793706637.8329113
|
|
812
|
Portfolio Website by @anayshekhar | Stardance
|
anayshekhar
|
1
|
13.0
|
170
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T05:11:14Z", "hours": 13.0, "multiplier": 12.84, "payout": 170, "blessing": "neutral", "text": "I made a portfolio website INSIDE of a 3d macintosh. The most challenging part was rendering the website onto the computer screen mesh while still having basic website functions like scrolling and clicking. I’m proud of the intro with the sound, flickering, terminal, and zoom in. People should know that when you go on the website and click any key or any part of the website you can hear sound effects.", "repo": "https://github.com/AnayShekhar/anayshekhar-portfolio", "demo": "https://anayshekhar-portfolio.vercel.app/"}]...
|
[{"post_id": 22993, "ts": "202 [{"post_id": 22993, "ts": "2026-07-05T18:04:48Z", "hours": 8.2706, "text": "Redesigned to have a more retro theme. Used a 3D model of a macintosh from sketchfab (cited in github). To give it a retro CRT screen look I made the website be physically drawn onto the computer screen mesh. Also redesigned the contents of the website too look more fitting for a macintosh."}, {"post_id": 5779, "ts": "2026-06-09T18:10:21Z", "hours": 2.4131, "text": "Complete Redesign I redesigned my portfolio website because I didnt like how the old loader and navigation system worked. I also switched from a static vite setup to next.js. The loader definitely needs some work. I also switched from using VS Code to Cursor. I like how the menu looks and works. I had also spent time sketching out and writing out the contents of the website and how I wanted it to look like. Feel free to give feedback and suggestions. Also looking for ideas on what to add as my Hero."}, {"post_id": 5205, "ts": "2026-06-08T22:05:26Z", "hours": 2.5394, "text": "Portfolio Color Change I added different color options to my portfolio website. Currently there is Dark mode, Light mode, and a special Retro mode. The content in the website isn’t final. Still planning on fixing the moving particles on the landing page, and looking to add more features. Let me know if you have any ideas for this."}]...
|
Title: Portfolio Website by @anayshekhar | Stardan Title: Portfolio Website by @anayshekhar | Stardance
Devlogs:
Portfolio Color Change I added different color options to my portfolio website. Currently there is Dark mode, Light mode, and a special Retro mode. The content in the website isn’t final. Still planning on fixing the moving particles on the landing page, and looking to add more features. Let me know if you have any ideas for this.
Complete Redesign I redesigned my portfolio website because I didnt like how the old loader and navigation system worked. I also switched from a static vite setup to next.js. The loader definitely needs some work. I also switched from using VS Code to Cursor. I like how the menu looks and works. I had also spent time sketching out and writing out the contents of the website and how I wanted it to look like. Feel free to give feedback and suggestions. Also looking for ideas on what to add as my Hero.
Redesigned to have a more retro theme. Used a 3D model of a macintosh from sketchfab (cited in github). To give it a retro CRT screen look I made the website be physically drawn onto the computer screen mesh. Also redesigned the contents of the website too look more fitting for a macintosh.
Ships:
I made a portfolio website INSIDE of a 3d macintosh. The most challenging part was rendering the website onto the computer screen mesh while still having basic website functions like scrolling and clicking. I’m proud of the intro with the sound, flickering, terminal, and zoom in. People should know that when you go on the website and click any key or any part of the website you can hear sound effects....
|
1793101838.6666658
|
1793188238.6666658
|
|
66686
|
Helioo by @abhishekkahate7 | Stardance
|
abhishekkahate7
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Helioo by @abhishekkahate7 | Stardance
|
1793101839.5393157
|
1793706639.5393157
|
|
51271
|
rs-gpt by @AhmedKhaledAhmed | Stardance
|
AhmedKhaledAhmed
|
1
|
8.0
|
105
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T15:50:54Z", "hours": 8.0, "multiplier": 13.87, "payout": 105, "blessing": "neutral", "text": "I rewrote Andrej Karpathy’s microgpt in rust. Also, added a beautiful tui. You classic mode and tui mode. The classic mode behaves exactly as the original microgpt behaves, but the tui mode is a classic mode wrapper with a tui. You can use it now by installing it from crate.io or building it from the source using github.", "repo": "https://github.com/theawakener0/rs-gpt", "demo": "https://crates.io/crates/rs-gpt"}]...
|
[{"post_id": 54523, "ts": "202 [{"post_id": 54523, "ts": "2026-08-25T15:31:43Z", "hours": 0.5, "text": "DevLog#7 — rs-gpt is finally published on github and crate.io"}, {"post_id": 54109, "ts": "2026-08-24T22:19:01Z", "hours": 2.6239, "text": "DevLog#6 — I added a tui that really makes the training and inference visually impressive. Also I published the project."}, {"post_id": 52918, "ts": "2026-08-23T09:19:27Z", "hours": 0.52, "text": "DevLog#5 — Implemented the inference , ran the model and it works!!!!!!! Now, I can say that I have finished rewriting Andrej Karpathy’s microgpt in rust. I will add more things to it, maybe a tui and make the code more modular."}, {"post_id": 52580, "ts": "2026-08-22T19:16:53Z", "hours": 1.1122, "text": "DevLog#4 — Implemented the training loop , the model parameters , and the optimizer . Also, removed the dataset() function and just added the logic in main() . And what is left? Is the inference, and by finishing the inference I will be finished with the rust rewrite."}, {"post_id": 51847, "ts": "2026-08-21T18:28:56Z", "hours": 1.1986, "text": "DevLog#3 — Implemented the gpt-2 like architecture, actually it was tense, the rust rewrite for it made my mind want explode, but yeah I rewrote it and now it’s here. the training and inference are the next goal."}, {"post_id": 50417, "ts": "2026-08-19T16:09:38Z", "hours": 1.1039, "text": "DevLog#2 — Implemented the Autograd for rs-gpt, it took a while trying to find a way to implement the original python code to rust, but once I figured out (inspired from stochastical/microgpt-rs implementation) everything became easy."}, {"post_id": 50145, "ts": "2026-08-19T07:45:31Z", "hours": 0.5233, "text": "DevLog#1 — Implemented the dataset function. Currently, it reads the input.txt and randomize it into a list, I didn’t check for the file existence, but I will fix that in the future."}]...
|
Title: rs-gpt by @AhmedKhaledAhmed | Stardance
De Title: rs-gpt by @AhmedKhaledAhmed | Stardance
Devlogs:
DevLog#1 — Implemented the dataset function. Currently, it reads the input.txt and randomize it into a list, I didn’t check for the file existence, but I will fix that in the future.
DevLog#2 — Implemented the Autograd for rs-gpt, it took a while trying to find a way to implement the original python code to rust, but once I figured out (inspired from stochastical/microgpt-rs implementation) everything became easy.
DevLog#3 — Implemented the gpt-2 like architecture, actually it was tense, the rust rewrite for it made my mind want explode, but yeah I rewrote it and now it’s here. the training and inference are the next goal.
DevLog#4 — Implemented the training loop , the model parameters , and the optimizer . Also, removed the dataset() function and just added the logic in main() . And what is left? Is the inference, and by finishing the inference I will be finished with the rust rewrite.
DevLog#5 — Implemented the inference , ran the model and it works!!!!!!! Now, I can say that I have finished rewriting Andrej Karpathy’s microgpt in rust. I will add more things to it, maybe a tui and make the code more modular.
DevLog#6 — I added a tui that really makes the training and inference visually impressive. Also I published the project.
DevLog#7 — rs-gpt is finally published on github and crate.io
Ships:
I rewrote Andrej Karpathy’s microgpt in rust. Also, added a beautiful tui. You classic mode and tui mode. The classic mode behaves exactly as the original microgpt behaves, but the tui mode is a classic mode wrapper with a tui. You can use it now by installing it from crate.io or building it from the source using github....
|
1793101840.3828824
|
1793188240.3828824
|
|
66687
|
Aibot by @Sai_Shreyansh | Stardance
|
Sai_Shreyansh
|
0
|
2.97
|
0
|
[]
|
[{"post_id": 79000, "ts": "202 [{"post_id": 79000, "ts": "2026-10-12T09:36:18Z", "hours": 1.7594, "text": "Just did another grind rn"}, {"post_id": 75134, "ts": "2026-09-29T07:53:45Z", "hours": 0.5397, "text": "tried smth in vs code, keep getting errors fr some reason"}, {"post_id": 75116, "ts": "2026-09-29T05:36:14Z", "hours": 0.6708, "text": "Aibot, finished with the schematics(not perfect but its alright ig)"}]...
|
Title: Aibot by @Sai_Shreyansh | Stardance
Devlog Title: Aibot by @Sai_Shreyansh | Stardance
Devlogs:
Aibot, finished with the schematics(not perfect but its alright ig)
tried smth in vs code, keep getting errors fr some reason
Just did another grind rn...
|
1793101841.6076102
|
1793706641.6076102
|
|
66688
|
My own site! by @Srishti_Rai6767 | Stardance
|
Srishti_Rai6767
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Srishti_Rai6767 | Stardanc Title: My own site! by @Srishti_Rai6767 | Stardance...
|
1793101842.4858265
|
1793706642.4858265
|
|
18949
|
Hangman!!!!! by @AK_47 | Stardance
|
AK_47
|
1
|
0.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T20:48:33Z", "hours": 0.0, "multiplier": 1.83, "payout": 1, "blessing": "neutral", "text": "I made a simple hangman game you can play against a computer! It uses HTML, and I used Google Gemini to explain my bugs in the code. I wasn’t able to log all of my time on this project, though, so it might be A LOT less than what I actually spent. You play against the computer with a preset list of words(with a hint before you start entering your first guess). Have fun :)", "repo": "https://github.com/AKKKKKK-47/hangman/blob/main/index.html", "demo": "https://akkkkkk-47.github.io/hangman/"}]...
|
[{"post_id": 9434, "ts": "2026 [{"post_id": 9434, "ts": "2026-06-15T19:54:58Z", "hours": 0.3836, "text": "I finally finished the code for the hangman game!"}]...
|
Title: Hangman!!!!! by @AK_47 | Stardance
Devlogs Title: Hangman!!!!! by @AK_47 | Stardance
Devlogs:
I finally finished the code for the hangman game!
Ships:
I made a simple hangman game you can play against a computer! It uses HTML, and I used Google Gemini to explain my bugs in the code. I wasn’t able to log all of my time on this project, though, so it might be A LOT less than what I actually spent. You play against the computer with a preset list of words(with a hint before you start entering your first guess). Have fun :)...
|
1793101843.370055
|
1793188243.370055
|
|
66689
|
Rock Paper Scissors by @i-do_random-shit_ | Starda Rock Paper Scissors by @i-do_random-shit_ | Stardance...
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i-do_random-shit_
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0
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0.0
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0
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[]
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[]
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Title: Rock Paper Scissors by @i-do_random-shit_ | Title: Rock Paper Scissors by @i-do_random-shit_ | Stardance...
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1793101844.2281764
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1793706644.2281764
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38169
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Sticker OS by @robopugo | Stardance
|
robopugo
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T15:27:42Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web OS, where every app is a sticker, has 3 apps, notes, maze generator, and a calculator, the other stickers are links.", "repo": "https://github.com/no10123/Sticker-OS", "demo": "https://no10123.github.io/Sticker-OS/"}]...
|
[{"post_id": 38243, "ts": "202 [{"post_id": 38243, "ts": "2026-07-31T15:18:30Z", "hours": 0.2856, "text": "added a working clock"}, {"post_id": 38213, "ts": "2026-07-31T14:45:19Z", "hours": 0.7242, "text": "added a maze app, with custom sizes"}, {"post_id": 38191, "ts": "2026-07-31T13:44:25Z", "hours": 0.4011, "text": "added notes app + link to my github account if you press the github sticker."}, {"post_id": 37666, "ts": "2026-07-30T15:40:37Z", "hours": 1.8017, "text": "the basic calculator app is up and working."}]...
|
Title: Sticker OS by @robopugo | Stardance
Devlog Title: Sticker OS by @robopugo | Stardance
Devlogs:
the basic calculator app is up and working.
added notes app + link to my github account if you press the github sticker.
added a maze app, with custom sizes
added a working clock
Ships:
I made a web OS, where every app is a sticker, has 3 apps, notes, maze generator, and a calculator, the other stickers are links....
|
1793101845.0589435
|
1793188245.0589435
|
|
66690
|
gear relation mechanism by @JACKERSON | Stardance
|
JACKERSON
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: gear relation mechanism by @JACKERSON | Sta Title: gear relation mechanism by @JACKERSON | Stardance...
|
1793101845.968229
|
1793706645.968229
|
|
754
|
better clouds by @orangishcat | Stardance
|
orangishcat
|
1
|
44.83
|
531
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:49:17Z", "hours": 32.0, "multiplier": 18.69, "payout": 531, "blessing": "neutral", "text": "it’s been roughly 3 months since i’ve taken over the project, and it’s been going great! again, huge thanks to qendolin for letting me maintain his minecraft mod!", "repo": "https://github.com/Qendolin/better-clouds", "demo": "https://modrinth.com/mod/better-clouds"}]...
|
[{"post_id": 67713, "ts": "202 [{"post_id": 67713, "ts": "2026-09-13T22:17:41Z", "hours": 12.8278, "text": "I made a few bug fixes and am preparing for 26.3 migration. I also need to make sure the Blaze3D renderer gets feature parity soon. I’m using old reference images like this one to see what the old OpenGL renderer used to be like"}, {"post_id": 18980, "ts": "2026-06-30T04:43:00Z", "hours": 0.3833, "text": "i’ve done what i’ve wanted to do for this project for now! i’ve polished up my devlogs, and gonna ship the project now. here’s a screenshot where i tried to make the clouds look realistic (they’re not supposed to look realistic, so this is very cursed)"}, {"post_id": 18414, "ts": "2026-06-29T15:41:30Z", "hours": 2.8464, "text": "Published 1.14.0 release! I renamed “Tint” -> “Top Color”, “Bottom Tint” -> “Bottom Color”, “Bottom Transition Range” -> “Color Transition End” also renamed the options keys too, with a migration thing that migrates the old options keys to the new ones ok ima take a break from this project for now! next up, probably a config system rewrite? i want to implement like discord roles thing, where: you start with a base config given a certain condition (e.g. dimension = minecraft:overworld), certain properties of the config are modified and repeat until you get dynamic clouds with your own defined conditions! or i might not do that idk it sounds kinda complicated"}, {"post_id": 15563, "ts": "2026-06-25T09:35:53Z", "hours": 6.9383, "text": "added a bottom tint option that basically lets you create a gradient on your clouds i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well! also fixed a bunch of bugs basic description of the bottom tint algorithm: vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range) fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress) by default, the effect is much more subtle than this, but it is still there"}, {"post_id": 12390, "ts": "2026-06-20T06:59:27Z", "hours": 1.5831, "text": "made the celestial body halo much bigger and more visible. i also added separate options for the sun and moon halo, and scaled the moon halo’s size based on the moon phase! also the way I change the halo size is kinda cursed. i’m using qendolin’s superellipse formula, and i only kinda understand how it works. // i still have no idea how this formula works but it seems to work fine float superellipse = ( ( 1.0 + ( 1.0 / 3.0 ) * ( pow ( cos ( 2.0 * projAngle ), 2.0 ))) * haloSize * ( 1.0 - abs ( superellipseFalloff )) - 1.0 ) * sign (- superellipseFalloff ); then i fit an exponential curve based on what halo size i wanted for which moon phase 💀 // larger value = smaller halo size float haloSize = dayTime () < config . shaderPreset (). sunsetEndTime ? 2.05f - config . sunHaloSizeMultiplier : ( float ) ( 5 * Math . pow ( 0.06217 , config . moonHaloSizeMultiplier * DimensionType . MOON_BRIGHTNESS_PER_PHASE [ moonPhase . index ()])); // curve fit for ideal moon halo size based on phase"}, {"post_id": 10514, "ts": "2026-06-17T08:17:49Z", "hours": 4.5678, "text": "updated to 26.2, and the blaze3d renderer I made works great on vulkan! the renderer was mostly done for weeks now, i just added neoforge back and that was mostly it. Iris was giving me problems as it hasn’t implemented reverse z yet. but i was able to fix that really easily because i kinda know what i’m doing now when touching graphics code! this woulda taken me forever if it were the first time i had to do this. also added longview support to 26.1.2 then declared it end of life"}, {"post_id": 3311, "ts": "2026-06-06T05:33:35Z", "hours": 1.7572, "text": "Added option in config screen to choose the renderer, Also added back frustum culling (where clouds don’t render behind the camera) Qendolin’s original algorithm for frustum culling was: compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system). if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds else, render all the sections of clouds we can see, and skip this section if we can’t see it in other words: (original comment from the code) // This algorithm loops over chunks, which are in a line-by-line order. // When a visible chunk is found it's marked as a run start. The run continues until // the next non-visible chunk is found. At the end of a run the entire run is rendered as once. // This is possible due to the memory layout of the instance buffers."}, {"post_id": 2456, "ts": "2026-06-04T23:08:15Z", "hours": 2.0006, "text": "I’m preparing for 26.2 release! I updated the mod to 26.2 pre-4, as well as YACL 3.9.4 which also just came out earlier today. NeoForge is also out but I’m too lazy to setup their custom repo for prerelease builds so I will fix NF support when 26.2 releases. I fixed a really annoying bug that was making the cloud ripple effect way larger in magnitude than it was supposed to be (I sampled WorldPosition instead of WorldPosition - originOffset ) I added a hardcoded minimum brightness in the shader so that clouds will be just barely visible at nighttime. Also GLSL operations are element-wise which is pretty cool! Like you can do max(color.rgb, vec3(0.15)) and each element of the color vector will be element-wise compared with 0.15, and the bigger one will be chosen. Really elegant solution for my minimum brightness operation."}, {"post_id": 639, "ts": "2026-06-02T04:56:28Z", "hours": 2.9128, "text": "the renderer looks good again! i added back the light gradient sampling, so the clouds actually turn orange during sunset and go dark at night time like they used to. btw, I spent like 3 hours reading through https://open.gl/ . it’s a great tutorial, and i applied pretty much all of the graphics concepts i learned to this project! i’m using blaze3d instead of opengl this time, but the concepts still apply. how the algorithm works based on the time of day, it samples a color from this texture , where the white part of the texture produces the bright fluffy daytime clouds, the dark part produces the dark nighttime clouds, and the remaining orange and light blue produce the amazing cloud colors shown in the image during sunset and sunrise! i can’t explain the formula too much in detail, cuz i kinda just copied the math from the old code…"}, {"post_id": 183, "ts": "2026-06-01T06:23:52Z", "hours": 9.4714, "text": "spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back. the old opengl renderer used a three shader setup: a coverage shader (establishes positions and colors of each cloud cube) a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties) a depth shader (changes the transparency for each pixel based on how many cubes are overlapping) …wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff right now i have just one fragment shader and one vertex shader, basically the rendering setup possible. hopefully i don’t need anything else, considering i’m literally drawing just cubes… p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)"}]...
|
Title: better clouds by @orangishcat | Stardance
Title: better clouds by @orangishcat | Stardance
Devlogs:
spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back. the old opengl renderer used a three shader setup: a coverage shader (establishes positions and colors of each cloud cube) a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties) a depth shader (changes the transparency for each pixel based on how many cubes are overlapping) …wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff right now i have just one fragment shader and one vertex shader, basically the rendering setup possible. hopefully i don’t need anything else, considering i’m literally drawing just cubes… p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)
the renderer looks good again! i added back the light gradient sampling, so the clouds actually turn orange during sunset and go dark at night time like they used to. btw, I spent like 3 hours reading through https://open.gl/ . it’s a great tutorial, and i applied pretty much all of the graphics concepts i learned to this project! i’m using blaze3d instead of opengl this time, but the concepts still apply. how the algorithm works based on the time of day, it samples a color from this texture , where the white part of the texture produces the bright fluffy daytime clouds, the dark part produces the dark nighttime clouds, and the remaining orange and light blue produce the amazing cloud colors shown in the image during sunset and sunrise! i can’t explain the formula too much in detail, cuz i kinda just copied the math from the old code…
I’m preparing for 26.2 release! I updated the mod to 26.2 pre-4, as well as YACL 3.9.4 which also just came out earlier today. NeoForge is also out but I’m too lazy to setup their custom repo for prerelease builds so I will fix NF support when 26.2 releases. I fixed a really annoying bug that was making the cloud ripple effect way larger in magnitude than it was supposed to be (I sampled WorldPosition instead of WorldPosition - originOffset ) I added a hardcoded minimum brightness in the shader so that clouds will be just barely visible at nighttime. Also GLSL operations are element-wise which is pretty cool! Like you can do max(color.rgb, vec3(0.15)) and each element of the color vector will be element-wise compared with 0.15, and the bigger one will be chosen. Really elegant solution for my minimum brightness operation.
Added option in config screen to choose the renderer, Also added back frustum culling (where clouds don’t render behind the camera) Qendolin’s original algorithm for frustum culling was: compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system). if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds else, render all the sections of clouds we can see, and skip this section if we can’t see it in other words: (original comment from the code) // This algorithm loops over chunks, which are in a line-by-line order. // When a visible chunk is found it's marked as a run start. The run continues until // the next non-visible chunk is found. At the end of a run the entire run is rendered as once. // This is possible due to the memory layout of the instance buffers.
updated to 26.2, and the blaze3d renderer I made works great on vulkan! the renderer was mostly done for weeks now, i just added neoforge back and that was mostly it. Iris was giving me problems as it hasn’t implemented reverse z yet. but i was able to fix that really easily because i kinda know what i’m doing now when touching graphics code! this woulda taken me forever if it were the first time i had to do this. also added longview support to 26.1.2 then declared it end of life
made the celestial body halo much bigger and more visible. i also added separate options for the sun and moon halo, and scaled the moon halo’s size based on the moon phase! also the way I change the halo size is kinda cursed. i’m using qendolin’s superellipse formula, and i only kinda understand how it works. // i still have no idea how this formula works but it seems to work fine float superellipse = ( ( 1.0 + ( 1.0 / 3.0 ) * ( pow ( cos ( 2.0 * projAngle ), 2.0 ))) * haloSize * ( 1.0 - abs ( superellipseFalloff )) - 1.0 ) * sign (- superellipseFalloff ); then i fit an exponential curve based on what halo size i wanted for which moon phase 💀 // larger value = smaller halo size float haloSize = dayTime () < config . shaderPreset (). sunsetEndTime ? 2.05f - config . sunHaloSizeMultiplier : ( float ) ( 5 * Math . pow ( 0.06217 , config . moonHaloSizeMultiplier * DimensionType . MOON_BRIGHTNESS_PER_PHASE [ moonPhase . index ()])); // curve fit for ideal moon halo size based on phase
added a bottom tint option that basically lets you create a gradient on your clouds i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well! also fixed a bunch of bugs basic description of the bottom tint algorithm: vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range) fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress) by default, the effect is much more subtle than this, but it is still there
Published 1.14.0 release! I renamed “Tint” -> “Top Color”, “Bottom Tint” -> “Bottom Color”, “Bottom Transition Range” -> “Color Transition End” also renamed the options keys too, with a migration thing that migrates the old options keys to the new ones ok ima take a break from this project for now! next up, probably a config system rewrite? i want to implement like discord roles thing, where: you start with a base config given a certain condition (e.g. dimension = minecraft:overworld), certain properties of the config are modified and repeat until you get dynamic clouds with your own defined conditions! or i might not do that idk it sounds kinda complicated
i’ve done what i’ve wanted to do for this project for now! i’ve polished up my devlogs, and gonna ship the project now. here’s a screenshot where i tried to make the clouds look realistic (they’re not supposed to look realistic, so this is very cursed)
I made a few bug fixes and am preparing for 26.3 migration. I also need to make sure the Blaze3D renderer gets feature parity soon. I’m using old reference images like this one to see what the old OpenGL renderer used to be like
Ships:
it’s been roughly 3 months since i’ve taken over the project, and it’s been going great! again, huge thanks to qendolin for letting me maintain his minecraft mod!...
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1793101846.8054929
|
1793188246.8054929
|
|
66691
|
Gym Tracker by @lousaephanh5 | Stardance
|
lousaephanh5
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Gym Tracker by @lousaephanh5 | Stardance
|
1793101847.9865375
|
1793706647.9865375
|
|
29238
|
Personal Web Page :) by @jitislegit | Stardance
|
jitislegit
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T04:31:20Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal web page. On it, you can see my interests, projects, and get to know me! The challenging part was probably figuring out CSS, because I had no idea how I could personalize and make a website look good initially because I didn’t know how to code. Figuring out how I wanted to personalize and layout my website was hard, but I’m also very proud with how it looks! There are some things I would like to fix, probably soon, but for now I am happy with how it looks!", "repo": "https://github.com/vedaamshii/my-website", "demo": "https://vedaamshii.github.io/my-website/"}]...
|
[{"post_id": 35592, "ts": "202 [{"post_id": 35592, "ts": "2026-07-27T03:56:24Z", "hours": 1.2703, "text": "I’m done (for now) I want to go back in later and make it look better (like add buttons, change the font, and make an image the background. But for now, this should be good!"}, {"post_id": 34503, "ts": "2026-07-25T08:39:45Z", "hours": 1.2806, "text": "It’s looking a lot better but I still need to add some stuff. I think all thats left is adding some more pictures and finishing the projects section!"}, {"post_id": 34454, "ts": "2026-07-25T05:40:49Z", "hours": 1.9242, "text": "I’m currently working on my personal site. This is my first time coding, and I learned the basics of HTML and how to set up VS Code. Currently, I’m working on making my site look nice and personalizing it using CSS. This is how it looks like right now, as you can probably see, there is still A LOT of work to do and a lot of things to add, but I’m working on it!"}]...
|
Title: Personal Web Page :) by @jitislegit | Stard Title: Personal Web Page :) by @jitislegit | Stardance
Devlogs:
I’m currently working on my personal site. This is my first time coding, and I learned the basics of HTML and how to set up VS Code. Currently, I’m working on making my site look nice and personalizing it using CSS. This is how it looks like right now, as you can probably see, there is still A LOT of work to do and a lot of things to add, but I’m working on it!
It’s looking a lot better but I still need to add some stuff. I think all thats left is adding some more pictures and finishing the projects section!
I’m done (for now) I want to go back in later and make it look better (like add buttons, change the font, and make an image the background. But for now, this should be good!
Ships:
I made a personal web page. On it, you can see my interests, projects, and get to know me! The challenging part was probably figuring out CSS, because I had no idea how I could personalize and make a website look good initially because I didn’t know how to code. Figuring out how I wanted to personalize and layout my website was hard, but I’m also very proud with how it looks! There are some things I would like to fix, probably soon, but for now I am happy with how it looks!...
|
1793101848.8116462
|
1793188248.8116462
|
|
66692
|
Solar by @lousaephanh5 | Stardance
|
lousaephanh5
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Solar by @lousaephanh5 | Stardance
|
1793101849.7176025
|
1793706649.7176025
|
|
26068
|
Crunchyroll Audio Helper Extension by @AndyNoob | Crunchyroll Audio Helper Extension by @AndyNoob | Stardance...
|
AndyNoob
|
2
|
15.0
|
99
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T00:45:52Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Crunchy Audio Helper v0.3.0 ship - In this ship, I fixed a extension error with Crunchyroll’s latest update, and also re-introduced compatibility with the Croptix extension! - Crunchy update Previously, the extension relies on calling/accessing obfuscated keys on Crunchyroll webpage internals. Since those keys are subject change whenever the compiler feels like it, I had to switch to a scanning based system to search for the key name rather than hard coding them. - Croptix V2 Recently, Croptix released version 2.0. Unfortunately, the author decided to force the video player to use the Shaka media engine instead of the default Bitmovin on vanilla Crunchy, which means it broke my extension. (And then the author left my PR to revert that hanging for like a week, only to close it) - Well, unfortunately, that meant I had to dig into the webpacked code once again. The thing with Shaka is that their developers decided to obfuscated the living hell out of their code… So I couldn’t just swap the API calls that the extension had been using…….. - Welp, it is what it is… at least it’s compatible once more.", "repo": "https://github.com/AndyNoob/crunchyroll-audio-helper", "demo": "https://chromewebstore.google.com/detail/crunchyroll-audio-extensi/mnojgeohmdbfmlaejggmknkoijbaeaif"}, {"ship_num": 2, "ts": "2026-07-06T05:10:04Z", "hours": 10.0, "multiplier": 9.56, "payout": 99, "blessing": "neutral", "text": "Well, it has been a fun 10 hours of reverse engineering Crunchyroll, but the extension/userscript is (probably) ready! I supposed the most annoying part is figuring out how to reliably inject code onto the page. Afterwards, it was the matter of changing the offset on the raw audio data. If you want to try this out, it’s available on Chrome and as a userscript for Tampermonkey 🥳. Otherwise, GIF and screenshots are available.", "repo": "https://github.com/AndyNoob/crunchyroll-audio-helper", "demo": "https://chromewebstore.google.com/detail/crunchyroll-audio-extensi/mnojgeohmdbfmlaejggmknkoijbaeaif"}]...
|
[{"post_id": 81670, "ts": "202 [{"post_id": 81670, "ts": "2026-10-22T00:36:05Z", "hours": 1.6256, "text": "It’s freaking instant now haha! Applying an offset will reload the player. - Had to do some bs trickery to get Shaka to do my bidding though. Reference: code report on Shaka generated by deepseek-v3-flash , which managed to catch a very specific pattern in the engine. - The engine, upon seeking, will check its copies of DOM’s SourceBuffer for its loaded range. By hijacking that value, one can make Shaka reload the buffer entirely, with the new offset applied. - That’s the gist of it. I pray that Crunchy doesn’t update Shaka anytime soon or I will cry…"}, {"post_id": 81492, "ts": "2026-10-21T14:15:58Z", "hours": 1.2264, "text": "Contrary to the last devlog, I was not, in fact, that close. - Anyways I actually did it now. It turned out to be slightly easier than I thought since I could just access the native SourceBuffer directly. - Still has an issue of needing the buffers to run out before the offset is actually applied, unfortunately"}, {"post_id": 81351, "ts": "2026-10-20T22:30:43Z", "hours": 0.7364, "text": "js got rated limited by crunchy while trying to fix compat with the croptix extension. - for context croptix’s latest recode to v2 switched the default media engine from bitmovin to shaka, which broke this extension (and dropped my user count by 20). the author of croptix isn’t responding to my PR to switch back to bitmovin so i guess i just gotta add shaka support. - unfortunately that is not going so well……….. AHHHHHHHHHHHHHH i was so close too"}, {"post_id": 79414, "ts": "2026-10-13T21:19:47Z", "hours": 1.8683, "text": "AHHHHHHHHHHHHH CRUNCHYROLL WHYY - I really need a better workflow… it’s annoying to switch between Webstorm, then extension refresh tab, then Crunchyroll every time I make a change : - Anyways, since crunchy wants to update their player for no reason, the extension… BROKE. So, I decided to stop hardcoding the obfuscated variables and instead search for them like I do with the modules. - Now, this relies on the unobfuscated names being stable/consistent. If that breaks, I will cry. - Also I literally could not find a interesting thing to take a screenshot of. The workflow is actually so boring…"}, {"post_id": 23290, "ts": "2026-07-06T04:54:25Z", "hours": 1.6928, "text": "Did some cleanup on the code to make it look like I know what I am doing 😆. Not much to show so I’ll just do a screenshot of the tampermonkey script header?"}, {"post_id": 21121, "ts": "2026-07-02T22:27:37Z", "hours": 1.8378, "text": "Alrighty! The audio offset application is actually instant now! Unfortunately, I had to enlist some help from Claude to get the CMAF media data parsing/editing to get it to work : . But, it works like a charm now. Yay. Essentially, now the extension stores the buffered audio, and when offset changes, directly edits the time offset value in the cloned raw audio data (which is in the CMAF format), clears the old buffer, and then adds our cloned version. This also means I have to rewrite the README and re-record the DEMO 🫠. (also, the Jetbrains README editor is lowk goated)"}, {"post_id": 19480, "ts": "2026-06-30T20:11:45Z", "hours": 0.4333, "text": "Made the icon and added some build scripts to automatically export as PNG from the source photoshop file (which I made with Photopea). Took a minute to refine it. It looks a bit weird zoomed out and being so pixelated, but you can tell it’s my extension at least"}, {"post_id": 18085, "ts": "2026-06-29T02:32:45Z", "hours": 2.7017, "text": "Well, I got the extension loaded as a userscript in Tampermonkey. But I can’t seem to figure out why it wouldn’t auto install my script from the Github raw user content page"}, {"post_id": 16467, "ts": "2026-06-26T20:15:11Z", "hours": 1.2333, "text": "Ok. Dug into Crunchyroll’s code a bit more and maybe found a way to apply the offset faster instead of waiting for the previous buffers to run out. The video doesn’t really make it clear (recording freezes because DRM protection), but the audio updated when the timeline jumped. The delay was about a few seconds. Gonna go test tis on Chrome now 🙏."}, {"post_id": 16060, "ts": "2026-06-26T03:01:38Z", "hours": 1.0486, "text": "Managed to style this thing. Actually works pretty well! I wanted to get rid of those ugly up/down arrows, but it’s really annoying to get rid of for some reason… Whatever. Probably will upload this both as an extension and as a Tampermonkey user script."}, {"post_id": 15999, "ts": "2026-06-25T23:50:32Z", "hours": 1.4539, "text": "First devlog! In the past 4 hours or so (poking the website doesn’t count towards Hackatime unfortunately), I managed to monkey patch Crunchyroll’s web packed audio buffering code. After that, I figured out how to force the video player to error out so that it reloads itself. So, the main functionality of the helper extension is done (I think)! Other than that, I managed to inject a little button into the video player :). Credits to Google Material Icons. Gonna go make this button work now… yay."}]...
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Title: Crunchyroll Audio Helper Extension by @Andy Title: Crunchyroll Audio Helper Extension by @AndyNoob | Stardance
Devlogs:
First devlog! In the past 4 hours or so (poking the website doesn’t count towards Hackatime unfortunately), I managed to monkey patch Crunchyroll’s web packed audio buffering code. After that, I figured out how to force the video player to error out so that it reloads itself. So, the main functionality of the helper extension is done (I think)! Other than that, I managed to inject a little button into the video player :). Credits to Google Material Icons. Gonna go make this button work now… yay.
Managed to style this thing. Actually works pretty well! I wanted to get rid of those ugly up/down arrows, but it’s really annoying to get rid of for some reason… Whatever. Probably will upload this both as an extension and as a Tampermonkey user script.
Ok. Dug into Crunchyroll’s code a bit more and maybe found a way to apply the offset faster instead of waiting for the previous buffers to run out. The video doesn’t really make it clear (recording freezes because DRM protection), but the audio updated when the timeline jumped. The delay was about a few seconds. Gonna go test tis on Chrome now 🙏.
Well, I got the extension loaded as a userscript in Tampermonkey. But I can’t seem to figure out why it wouldn’t auto install my script from the Github raw user content page
Made the icon and added some build scripts to automatically export as PNG from the source photoshop file (which I made with Photopea). Took a minute to refine it. It looks a bit weird zoomed out and being so pixelated, but you can tell it’s my extension at least
Alrighty! The audio offset application is actually instant now! Unfortunately, I had to enlist some help from Claude to get the CMAF media data parsing/editing to get it to work : . But, it works like a charm now. Yay. Essentially, now the extension stores the buffered audio, and when offset changes, directly edits the time offset value in the cloned raw audio data (which is in the CMAF format), clears the old buffer, and then adds our cloned version. This also means I have to rewrite the README and re-record the DEMO 🫠. (also, the Jetbrains README editor is lowk goated)
Did some cleanup on the code to make it look like I know what I am doing 😆. Not much to show so I’ll just do a screenshot of the tampermonkey script header?
AHHHHHHHHHHHHH CRUNCHYROLL WHYY - I really need a better workflow… it’s annoying to switch between Webstorm, then extension refresh tab, then Crunchyroll every time I make a change : - Anyways, since crunchy wants to update their player for no reason, the extension… BROKE. So, I decided to stop hardcoding the obfuscated variables and instead search for them like I do with the modules. - Now, this relies on the unobfuscated names being stable/consistent. If that breaks, I will cry. - Also I literally could not find a interesting thing to take a screenshot of. The workflow is actually so boring…
js got rated limited by crunchy while trying to fix compat with the croptix extension. - for context croptix’s latest recode to v2 switched the default media engine from bitmovin to shaka, which broke this extension (and dropped my user count by 20). the author of croptix isn’t responding to my PR to switch back to bitmovin so i guess i just gotta add shaka support. - unfortunately that is not going so well……….. AHHHHHHHHHHHHHH i was so close too
Contrary to the last devlog, I was not, in fact, that close. - Anyways I actually did it now. It turned out to be slightly easier than I thought since I could just access the native SourceBuffer directly. - Still has an issue of needing the buffers to run out before the offset is actually applied, unfortunately
It’s freaking instant now haha! Applying an offset will reload the player. - Had to do some bs trickery to get Shaka to do my bidding though. Reference: code report on Shaka generated by deepseek-v3-flash , which managed to catch a very specific pattern in the engine. - The engine, upon seeking, will check its copies of DOM’s SourceBuffer for its loaded range. By hijacking that value, one can make Shaka reload the buffer entirely, with the new offset applied. - That’s the gist of it. I pray that Crunchy doesn’t update Shaka anytime soon or I will cry…
Ships:
Well, it has been a fun 10 hours of reverse engineering Crunchyroll, but the extension/userscript is (probably) ready! I supposed the most annoying part is figuring out how to reliably inject code onto the page. Afterwards, it was the matter of changing the offset on the raw audio data. If you want to try this out, it’s available on Chrome and as a userscript for Tampermonkey 🥳. Otherwise, GIF and screenshots are available.
Crunchy Audio Helper v0.3.0 ship - In this ship, I fixed a extension error with Crunchyroll’s latest update, and also re-introduced compatibility with the Croptix extension! - Crunchy update Previously, the extension relies on calling/accessing obfuscated keys on Crunchyroll webpage internals. Since those keys are subject change whenever the compiler feels like it, I had to switch to a scanning based system to search for the key name rather than hard coding them. - Croptix V2 Recently, Croptix released version 2.0. Unfortunately, the author decided to force the video player to use the Shaka media engine instead of the default Bitmovin on vanilla Crunchy, which means it broke my extension. (And then the author left my PR to revert that hanging for like a week, only to close it) - Well, unfortunately, that meant I had to dig into the webpacked code once again. The thing with Shaka is that their developers decided to obfuscated the living hell out of their code… So I couldn’t just swap the API calls that the extension had been using…….. - Welp, it is what it is… at least it’s compatible once more....
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WarioWare Game by @Shaurya_Pratap_Singh | Stardanc WarioWare Game by @Shaurya_Pratap_Singh | Stardance...
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Shaurya_Pratap_Singh
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Title: WarioWare Game by @Shaurya_Pratap_Singh | S Title: WarioWare Game by @Shaurya_Pratap_Singh | Stardance...
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1793101853.1616037
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Wheaterer by @iloveadrenaline | Stardance
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iloveadrenaline
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Title: Wheaterer by @iloveadrenaline | Stardance
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1793101854.2974923
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shivxm.dev.in by @shivam9661446 | Stardance
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shivam9661446
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-25T12:28:33Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a personal website using pure html and css, no frameworks, no heavy AI usage in development I tried to keep the UI clean and simple. It was my first time creating a web UI, hope I did a good enough job.", "repo": "https://github.com/shivamsinghydv/personal-site", "demo": "https://shivamsinghydv.github.io/personal-site/"}]...
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[{"post_id": 34565, "ts": "202 [{"post_id": 34565, "ts": "2026-07-25T12:04:29Z", "hours": 3.1461, "text": "Finished up the personal site project, although it wasn’t very challenging techincally speaking, it does take quite a bit of creative thinking. Its my first time creating a personal website-type thing so please don’t judge."}]...
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Title: shivxm.dev.in by @shivam9661446 | Stardance Title: shivxm.dev.in by @shivam9661446 | Stardance
Devlogs:
Finished up the personal site project, although it wasn’t very challenging techincally speaking, it does take quite a bit of creative thinking. Its my first time creating a personal website-type thing so please don’t judge.
Ships:
I created a personal website using pure html and css, no frameworks, no heavy AI usage in development I tried to keep the UI clean and simple. It was my first time creating a web UI, hope I did a good enough job....
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1793101855.4250362
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1793188255.4250362
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My awesome macropad! by @praneethsai_k12 | Stardan My awesome macropad! by @praneethsai_k12 | Stardance...
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praneethsai_k12
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0
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Title: My awesome macropad! by @praneethsai_k12 | Title: My awesome macropad! by @praneethsai_k12 | Stardance...
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1793101856.312613
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1793706656.312613
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52693
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Prajwal by @prajwal_uppalapati | Stardance
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prajwal_uppalapati
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T08:08:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my personal website using the guide. I made a little bit new things and changes after I learnt from the guide. There was no challenging part, all went smooth. To test the project just open the demo link and scroll through the page :D", "repo": "https://github.com/Prajwaluppalapati/Personalwebsite-stardance", "demo": "https://prajwaluppalapati.github.io/Personalwebsite-stardance"}]...
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[{"post_id": 52164, "ts": "202 [{"post_id": 52164, "ts": "2026-08-22T08:03:10Z", "hours": 1.0356, "text": "I finished my personal website! I used the guide given by stardance, learnt the basics of html css and made my personal website :D"}]...
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Title: Prajwal by @prajwal_uppalapati | Stardance
Title: Prajwal by @prajwal_uppalapati | Stardance
Devlogs:
I finished my personal website! I used the guide given by stardance, learnt the basics of html css and made my personal website :D
Ships:
I made my personal website using the guide. I made a little bit new things and changes after I learnt from the guide. There was no challenging part, all went smooth. To test the project just open the demo link and scroll through the page :D...
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1793101857.1567686
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1793188257.1567686
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66697
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CraftOS by @iloveadrenaline | Stardance
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iloveadrenaline
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Title: CraftOS by @iloveadrenaline | Stardance
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1793101858.0768957
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1793965858.0768957
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7472
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rumi by @subhansh | Stardance
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1
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106.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T07:38:59Z", "hours": 106.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "rumi - research unified machine intelligence… rumi is an actual autonomous AI scientist designed to discover, not just describe. Powered by a 22 phase, 2 tracks scientific discovery pipeline, RUMI analyzes research literature, builds knowledge representations, identifies gaps in existing explanations, generates novel hypotheses, constructs mathematical and causal models, produces falsifiable predictions, and evaluates competing theories through automated scientific review. Operating across 17 domains, RUMI is built as a general-purpose discovery engine whose objective is to accelerate human research by systematically exploring explanations that may not yet exist in the literature while maintaining transparency, critique, and testability throughout the discovery process. NOTE :- rumi still cant do end to end novel discoveries on her own but she can provide novel ideas with grounded mechanisms and derivations and stronger the reasoning of a model = better results from rumi.. that said… once i get my hands on a frontier llm ill plug it into rumi and develop her more Proof that rumi works :- rumi has helped me publish 1 peer reviewed research paper on analytical number theory (DOI :- 10.5281/zenodo.21107958)", "repo": "https://github.com/subhansh-dev/rumi", "demo": "https://rumi-nu.vercel.app"}]...
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[{"post_id": 11764, "ts": "202 [{"post_id": 11764, "ts": "2026-06-19T04:39:49Z", "hours": 16.0183, "text": "rumi-Devlog #9 🍓😺✌ today was mostly spent making RUMI faster because some runs were taking an absolutely stupid amount of time 😭 provider stack changes spent a while profiling the provider chain and found a few cursed bottlenecks. disabled Fireworks (credits died, every failed request was wasting ~90s) switched GLM routing to Kimi K2.6 via a second NVIDIA key tested Cerebras-first vs NVIDIA-first routing results were funny: Cerebras = ~2s/call but discoveries averaged around C grade NVIDIA = ~65s/call but much stronger reports so now different parts of the pipeline use different providers depending on the task. phase 6.5 speedup equation generation was committing crimes. rewrote the whole thing to run in parallel (6 workers). went from: ~16 min to ~1 min for a typical 15 mechanism loop. also finally fixed the legendary: 0/15 equations generated bug 😺🍓 literature search all literature sources now fetch concurrently: arXiv PubMed CrossRef OpenAlex etc runtime dropped from ~2 mins to ~64 seconds. RUMI TUI probably my favourite thing from today. built a proper Textual-based TUI so i can actually see what RUMI is doing instead of staring at a terminal for 10 hours. added: real-time phase tracking live agent status brain module dashboard discovery controls /brain /status /dream /memory /hypothesis also fixed a bunch of broken brain module APIs that were pretending to work 💀 random bug of the day RUMI was occasionally turning english into ancient cursed language and generating stuff like: withinamy instead of actual words. fixed topic truncation so it now cuts at word boundaries. current state provider stack healthier equation generation WAY faster literature search faster TUI finally usable brain modules actually verified at boot still spending most of my life waiting for discovery runs to finish though 🥀"}, {"post_id": 9228, "ts": "2026-06-15T14:33:23Z", "hours": 23.0847, "text": "rumi-Devlog #8 🍓 Current status: rumis smarter, my codebase survived, and my sanity is questionable 💔 A huge part of this session wasn’t actually spent improving discovery quality. It was spent improving everything around RUMI. As RUMI’s discovery pipeline keeps getting bigger, debugging has become a nightmare. Reading raw JSON reports, searching through logs, and manually inspecting hundreds of entities was getting painful. So I built a full visualization and monitoring system for RUMI. The dashboard can now visualize: discovery reports theory competitions adversarial testing results predictions refinement stages scoring breakdowns knowledge graphs paper collections hypothesis memory all from a single interface. Knowledge Graph Visualization One thing I’ve wanted for a while was being able to actually SEE what RUMI was discovering. Not read it. See it. So I built an interactive graph explorer using vis.js. Every entity type gets its own visual identity. Nodes glow based on type. Edges scale with confidence. Hovering shows metadata, paper counts, and relationships. The graph uses ForceAtlas physics and overlap avoidance to make large discovery graphs easier to navigate. Watching hundreds of concepts connect together is honestly way more useful than reading raw graph dumps. 🥀 Discovery Report Explorer RUMI reports have become massive. Some are hundreds of kilobytes. Some are over a thousand lines. Reading those manually sucks. So I built dedicated views for: theory competition adversarial evaluation predictions scoring derivations peer review refinement stages which makes analyzing runs significantly easier. Provider Stack Surgery 💔 While testing the new recurrent architecture I discovered a huge bottleneck. Xiaomi MiMo. It was slow. Constantly rate limiting. Burning through provider chains. And starving downstream phases. This turned out to be the reason molecule generation kept randomly failing. So MiMo got removed from the routing stack. After testing 17 API keys across all providers: 13 healthy 4 problematic Current routing stack includes: NVIDIA DeepSeek Kimi K2.6 Cerebras GPT-OSS-120B Groq Gemini Fireworks Still chasing down some timeout and rate limit issues but overall the stack is way healthier now. Discovery Testing Used the upgraded architecture to stress test RUMI on several difficult domains. One of the most interesting runs was Molecular Glue Drug Discovery. Current run stats: 16 hidden variables 15 mechanisms per loop 7 predictions multiple adversarial survivors recurrent refinement loops enabled The architecture is definitely producing stronger outputs than before. meow meow meow"}, {"post_id": 7717, "ts": "2026-06-12T21:37:49Z", "hours": 19.0981, "text": "rumi-Devlog #7 🍓 This was probably one of the most frustrating and important RUMI development sessions so far. Most people only see the final discovery reports. They don’t see the chaos that happens before RUMI can generate a single theory. And trust me, there was a lot of chaos. 💔 Bug Fixes, Bug Fixes, More Bug Fixes I started this session thinking I’d make a few improvements and continue testing. That did not happen. RUMI’s architecture has reached a point where changing one thing breaks three others. Every time I fixed 3 bugs, another 5 appeared from somewhere else. At one point I genuinely crashed out because every run ended with a new issue that didn’t even exist before. It felt like: fix_bug() spawn_more_bugs(count=5) Turns out there’s a reason people say: “If it’s working, don’t touch it.” Unfortunately I touched it. A lot. 🥀 The Problem Even though RUMI was producing interesting discoveries, I still wasn’t satisfied. The reports were often interesting, creative, and sometimes novel, but they still felt too generic. The pipeline would generate a theory, evaluate it once, pick a winner, and move on. I wanted RUMI to spend more time refining ideas instead of treating every discovery as a one-shot attempt. Falling Into The OpenMythos Rabbit Hole While researching I came across OpenMythos, a community attempt to reverse engineer Anthropic’s rumored Mythos architecture. Nobody actually knows how Mythos works, but the community has proposed several reasoning patterns that might explain Claude-style outputs. I spent hours reading through it asking myself: “What parts of this could actually work inside RUMI?” Not copying. Adapting. The Biggest Change I’ve Ever Made To RUMI 🥀 One idea stood out immediately: recurrent reasoning loops. Before: Mechanisms ↓ Predictions ↓ Theory Competition ↓ Winner One pass. One shot. If mechanism generation was weak, everything downstream became weak too. So I rebuilt a huge section of the pipeline. Now RUMI performs a 3-stage recurrent refinement process: Loop 1 — Exploration Maximum creativity Maximum diversity Broad theory generation Loop 2 — Refinement Survivors re-enter the pipeline Focus on evidence, consistency, and mechanism quality Loop 3 — Convergence Lowest creativity Highest rigor Final selection of the strongest explanation Instead of living or dying from a single generation pass, theories now get multiple opportunities to evolve. Preventing Theory Drift Another idea I adapted was evidence grounding injection. Recursive systems often suffer from theory drift, where ideas slowly become disconnected from the evidence that originally generated them. To prevent this, every refinement loop continuously receives: Literature evidence Contradictions Knowledge gaps Observed anomalies This keeps discoveries grounded instead of drifting into fantasy. Smarter Computation I also added convergence-aware halting. Not every scientific problem deserves the same amount of computation. Some topics converge quickly while others require deeper exploration. RUMI can now monitor improvements between loops and eventually stop refining once discoveries begin stabilizing. lwk so much happened in these last 17hrs that i cant even include everything in here cause of the word limit 😭🥀"}, {"post_id": 6459, "ts": "2026-06-10T21:25:00Z", "hours": 15.2386, "text": "rumi - Devlog #6 June 11, 2026 so yea… pulled an all nighter for this one 🥀 most of the work this time wasn’t adding entirely new systems. it was stress testing RUMI hard enough to find where the architecture starts breaking. and honestly i found a lot more than i expected. Track B Architecture Improvements spent a lot of time refining Track B after the initial curiosity pipeline integration. instead of just generating curiosity questions, it now runs through much more of the actual discovery stack. lots of internal changes here that don’t really show up visually but massively affect the quality of the final reports. 💔 Constraint Pipeline Fix found a pretty nasty issue where parts of the generated curiosity constraints weren’t making it all the way through the pipeline. after fixing it, the results became immediately obvious. latest dual-track run: Track A Unique Theories: 9 Track B Unique Theories: 8 Shared Theories: 0 which is honestly one of the strongest signals i’ve seen so far that the dual-track system is actually working as intended. both tracks are now exploring completely different hypothesis spaces instead of converging on the same ideas. Claude Fable 5 Experiment managed to get temporary access to Claude Fable 5 and immediately decided to throw RUMI at it. before i could even test it though… the integration broke 💔 spent a while fixing provider compatibility issues and getting everything working again. eventually got a discovery run started on: What happens to information when it crosses a black hole event horizon? Fable managed to reach roughly Phase 8.5 before the free trial looked at RUMI’s request count and basically said: aight imma head out 😭 What Fable Revealed this ended up being way more valuable than i expected. while comparing Fable’s outputs with the models i normally run, i noticed a massive difference. most models tend to generate: Hidden Variable ↓ Mechanism Description ↓ Prediction Fable was generating: Hidden Variable ↓ Mechanism ↓ Equation ↓ Parameter Extraction ↓ Derivation ↓ Numerical Validation ↓ Prediction actual equations. actual variables. actual derivation chains. actual numerical checks. 🥀 Switching Back To MiMo after the Fable credits died, i moved everything back to MiMo and started comparing outputs. and that’s when another weakness became obvious. the pipeline itself wasn’t failing. MiMo simply wasn’t producing the mathematical depth needed for the mechanism stage. which means the current bottleneck isn’t discovery anymore. it’s mathematical formalization. Mathematical Formalization Architecture one of the most interesting things i noticed while testing Claude Fable 5 was how differently it handled mechanism generation. most models would generate something like: Hidden Variable ↓ Mechanism Description ↓ Prediction while Fable was generating: Hidden Variable ↓ Mechanism ↓ Equation ↓ Parameter Extraction ↓ Derivation ↓ Numerical Validation ↓ Prediction and honestly that immediately exposed one of RUMI’s biggest weaknesses. theories and mechanisms were already being generated. the math wasn’t. so instead of just complaining about it, i started redesigning the mechanism pipeline around that pattern. RUMI now has the foundations for a much more quantitative discovery process where mechanisms aren’t just descriptions anymore, which is lwk tuff ig 🥀✌ equations variables derivations parameter extraction numerical validation Switching Back To MiMo 🥀 after Fable ran out of credits i moved everything back to MiMo and started testing the updated architecture and still doing it cause mimo is like hella slow bruh normally umi takes upto 30-40 mins but now with mimo shes taking aorund 2hr 30mins 💔"}, {"post_id": 5243, "ts": "2026-06-08T23:06:33Z", "hours": 10.65, "text": "Devlog #5 — RUMI Dual-Track Architecture so as yall know yesterday i finished adding the curiosity pipeline (wait… you dont know about this? naaa💔go read yesterday’s devlog >:3…WUT ? GO RN) but yea that was mostly just the foundation today was about actually refining it and wiring it into the rest of RUMI basically i ended up bringing a lot of the Track A discovery pipeline into Track B too because like… why wouldnt i 😭 not just straight up copy-pasting it though because then both tracks would end up doing the same thing instead i reused parts of the architecture while keeping the curiosity systems separate the biggest addition was making the generated curiosity constraints actually flow into the discovery process itself which sounds simple until you spend half the day finding out they werent actually being propagated through the pipeline properly 💔 and then came the debugging arc 😭 DNS resolution failures causing discovery runs to randomly die 😾 (like wdym rumi requested for more papers and data and dns forgetting that internet exists) curiosity constraints not propagating into the pipeline😫 Semantic Scholar 429 rate limits 🥀 Gemini 503 errors 😢 free-tier rate limits everywhere (she makes like 6-7k requests in one run )😺🥀 and somehow RUMI has become so LLM hungry that i had to run her on 13 API keys across 3 different providers just to keep discovery sessions alive 😭 (lwk running on hope and sum duct tape 🥀🥀) there was genuinely a point where i was about to crash out because providers kept rate limiting, APIs were dying, runs were hanging, and everything was fighting me at once 💔🥀😭 but after all that RUMI finally completed a full dual-track discovery run topic: “Why does the universe expand faster than expected?” results: Track A Winner → Scale-Dependent Effective Gravity Track B Winner → Temporal Vacuum Shear Framework and this is where things got interesting Track A and Track B finished with: 0 shared theories <–(🙀) different winners different hidden variables different contradiction sets different mechanisms 0 runtime errors RUMI generated: 17 theories 30 mechanisms 22 hidden variables 12 contradictions 12 predictions from a single discovery session 😭 and honestly the most important number isnt the score its this: Shared Theories: 0 because it means Track B isnt just making a slightly remixed version of Track A anymore both tracks started from the same question, same literature, same knowledge base, and still ended up exploring completely different hypothesis spaces which is pretty much the entire reason i built the curiosity system in the first place 😭🥀 still more work to do, but today feels like one of the biggest architecture milestones for RUMI so far💔🥀 lwk gonna try to improve GFlowNets tmrw here’s the updated pipeline diagram :-"}, {"post_id": 4578, "ts": "2026-06-07T22:28:00Z", "hours": 9.3764, "text": "Stardance Devlog #3 June 7, 2026 Today I realized RUMI’s biggest limitation wasn’t math, evidence, reviewers, or the 17-stage pipeline. It was curiosity. For days I’ve been making RUMI better at reading papers, finding gaps, generating hypotheses, scoring theories, and validating ideas, which actually improved her ALLAT… but still something felt missing. Then it hit me. RUMI could analyze research. RUMI could synthesize research. RUMI could critique research. But RUMI never stopped and asked: “Why does this happen at all?” And that’s where most discoveries begin🥀 So today I built Phase 0 — The Curiosity Engine. Before reading papers. Before building knowledge graphs. Before generating mechanisms. RUMI now starts by questioning the problem itself. What could be causing this? What assumptions are we making? What if the accepted explanation is incomplete? What are we not looking at? Basically, RUMI now wonders before she researches😭 The first implementation was a disaster. I merged curiosity directly into the main pipeline and immediately turned the architecture into spaghetti. So I rebuilt it. Now there are two separate paths: Conventional RUMI Reads Analyzes Verifies Curious RUMI Questions Explores Challenges assumptions Both run independently and merge into the final report💔 The funny part is that after building theory tournaments, Bayesian reasoning, evidence systems, mathematical verification, observability checks, and dozens of other modules… The biggest upgrade might have been teaching RUMI something humans learn as children: Curiosity🥀😭 Today’s Progress Phase 0 Curiosity Engine ✅ Dual-Pipeline Architecture ✅ Evidence Extraction Improvements ✅ Observability Checks ✅ Mechanism Completeness Scoring ✅ My Sanity ❌ See you tomorrow. Hopefully before RUMI starts asking questions that create more problems than answers. 🥀💔"}, {"post_id": 3851, "ts": "2026-06-06T22:22:37Z", "hours": 2.2931, "text": "spent basically the whole day inside RUMI’s discovery engine and ngl it was pain 💔 fixed 50+ bugs across the pipeline. some of the biggest ones were: empty hypotheses theory tournament crashing unicode errors on windows graph contamination novelty scoring issues mechanism validation deleting everything 😭 also built a few new systems: math verification engine counterfactual/“what if” hypothesis generation entity enrichment (NASA, PubChem, UniProt, PDB, etc.) better novelty scoring tournament winner override before the fixes, some discoveries were scoring: 0/100 40/100 45/100 after everything: FRB Magnetar: 66/100 (B) KRAS G12D: 65/100 (B) the coolest run today was on Fast Radio Bursts and magnetars. RUMI went through 69 papers, generated new hidden variables, built mechanisms around them, made testable predictions, then tried to destroy its own ideas through adversarial testing. finally it actually felt like the pipeline was working end-to-end instead of randomly exploding lol 😭 still got a long way to go though. biggest weaknesses right now are novelty and mathematical rigor. RUMI is getting better at explaining science, now I need to make her better at finding genuinely new stuff. back to debugging tomorrow frfr 💔🥀😭"}, {"post_id": 3528, "ts": "2026-06-06T14:42:38Z", "hours": 2.1419, "text": "yayaya finallyy finally the basic tui is working and the frontend-backend integration is almost there"}, {"post_id": 2865, "ts": "2026-06-05T18:48:30Z", "hours": 7.7036, "text": "12hr 726mins in and still not finished debugging 💔🥀"}]...
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Title: rumi by @subhansh | Stardance
Devlogs:
12h Title: rumi by @subhansh | Stardance
Devlogs:
12hr 726mins in and still not finished debugging 💔🥀
yayaya finallyy finally the basic tui is working and the frontend-backend integration is almost there
spent basically the whole day inside RUMI’s discovery engine and ngl it was pain 💔 fixed 50+ bugs across the pipeline. some of the biggest ones were: empty hypotheses theory tournament crashing unicode errors on windows graph contamination novelty scoring issues mechanism validation deleting everything 😭 also built a few new systems: math verification engine counterfactual/“what if” hypothesis generation entity enrichment (NASA, PubChem, UniProt, PDB, etc.) better novelty scoring tournament winner override before the fixes, some discoveries were scoring: 0/100 40/100 45/100 after everything: FRB Magnetar: 66/100 (B) KRAS G12D: 65/100 (B) the coolest run today was on Fast Radio Bursts and magnetars. RUMI went through 69 papers, generated new hidden variables, built mechanisms around them, made testable predictions, then tried to destroy its own ideas through adversarial testing. finally it actually felt like the pipeline was working end-to-end instead of randomly exploding lol 😭 still got a long way to go though. biggest weaknesses right now are novelty and mathematical rigor. RUMI is getting better at explaining science, now I need to make her better at finding genuinely new stuff. back to debugging tomorrow frfr 💔🥀😭
Stardance Devlog #3 June 7, 2026 Today I realized RUMI’s biggest limitation wasn’t math, evidence, reviewers, or the 17-stage pipeline. It was curiosity. For days I’ve been making RUMI better at reading papers, finding gaps, generating hypotheses, scoring theories, and validating ideas, which actually improved her ALLAT… but still something felt missing. Then it hit me. RUMI could analyze research. RUMI could synthesize research. RUMI could critique research. But RUMI never stopped and asked: “Why does this happen at all?” And that’s where most discoveries begin🥀 So today I built Phase 0 — The Curiosity Engine. Before reading papers. Before building knowledge graphs. Before generating mechanisms. RUMI now starts by questioning the problem itself. What could be causing this? What assumptions are we making? What if the accepted explanation is incomplete? What are we not looking at? Basically, RUMI now wonders before she researches😭 The first implementation was a disaster. I merged curiosity directly into the main pipeline and immediately turned the architecture into spaghetti. So I rebuilt it. Now there are two separate paths: Conventional RUMI Reads Analyzes Verifies Curious RUMI Questions Explores Challenges assumptions Both run independently and merge into the final report💔 The funny part is that after building theory tournaments, Bayesian reasoning, evidence systems, mathematical verification, observability checks, and dozens of other modules… The biggest upgrade might have been teaching RUMI something humans learn as children: Curiosity🥀😭 Today’s Progress Phase 0 Curiosity Engine ✅ Dual-Pipeline Architecture ✅ Evidence Extraction Improvements ✅ Observability Checks ✅ Mechanism Completeness Scoring ✅ My Sanity ❌ See you tomorrow. Hopefully before RUMI starts asking questions that create more problems than answers. 🥀💔
Devlog #5 — RUMI Dual-Track Architecture so as yall know yesterday i finished adding the curiosity pipeline (wait… you dont know about this? naaa💔go read yesterday’s devlog >:3…WUT ? GO RN) but yea that was mostly just the foundation today was about actually refining it and wiring it into the rest of RUMI basically i ended up bringing a lot of the Track A discovery pipeline into Track B too because like… why wouldnt i 😭 not just straight up copy-pasting it though because then both tracks would end up doing the same thing instead i reused parts of the architecture while keeping the curiosity systems separate the biggest addition was making the generated curiosity constraints actually flow into the discovery process itself which sounds simple until you spend half the day finding out they werent actually being propagated through the pipeline properly 💔 and then came the debugging arc 😭 DNS resolution failures causing discovery runs to randomly die 😾 (like wdym rumi requested for more papers and data and dns forgetting that internet exists) curiosity constraints not propagating into the pipeline😫 Semantic Scholar 429 rate limits 🥀 Gemini 503 errors 😢 free-tier rate limits everywhere (she makes like 6-7k requests in one run )😺🥀 and somehow RUMI has become so LLM hungry that i had to run her on 13 API keys across 3 different providers just to keep discovery sessions alive 😭 (lwk running on hope and sum duct tape 🥀🥀) there was genuinely a point where i was about to crash out because providers kept rate limiting, APIs were dying, runs were hanging, and everything was fighting me at once 💔🥀😭 but after all that RUMI finally completed a full dual-track discovery run topic: “Why does the universe expand faster than expected?” results: Track A Winner → Scale-Dependent Effective Gravity Track B Winner → Temporal Vacuum Shear Framework and this is where things got interesting Track A and Track B finished with: 0 shared theories <–(🙀) different winners different hidden variables different contradiction sets different mechanisms 0 runtime errors RUMI generated: 17 theories 30 mechanisms 22 hidden variables 12 contradictions 12 predictions from a single discovery session 😭 and honestly the most important number isnt the score its this: Shared Theories: 0 because it means Track B isnt just making a slightly remixed version of Track A anymore both tracks started from the same question, same literature, same knowledge base, and still ended up exploring completely different hypothesis spaces which is pretty much the entire reason i built the curiosity system in the first place 😭🥀 still more work to do, but today feels like one of the biggest architecture milestones for RUMI so far💔🥀 lwk gonna try to improve GFlowNets tmrw here’s the updated pipeline diagram :-
rumi - Devlog #6 June 11, 2026 so yea… pulled an all nighter for this one 🥀 most of the work this time wasn’t adding entirely new systems. it was stress testing RUMI hard enough to find where the architecture starts breaking. and honestly i found a lot more than i expected. Track B Architecture Improvements spent a lot of time refining Track B after the initial curiosity pipeline integration. instead of just generating curiosity questions, it now runs through much more of the actual discovery stack. lots of internal changes here that don’t really show up visually but massively affect the quality of the final reports. 💔 Constraint Pipeline Fix found a pretty nasty issue where parts of the generated curiosity constraints weren’t making it all the way through the pipeline. after fixing it, the results became immediately obvious. latest dual-track run: Track A Unique Theories: 9 Track B Unique Theories: 8 Shared Theories: 0 which is honestly one of the strongest signals i’ve seen so far that the dual-track system is actually working as intended. both tracks are now exploring completely different hypothesis spaces instead of converging on the same ideas. Claude Fable 5 Experiment managed to get temporary access to Claude Fable 5 and immediately decided to throw RUMI at it. before i could even test it though… the integration broke 💔 spent a while fixing provider compatibility issues and getting everything working again. eventually got a discovery run started on: What happens to information when it crosses a black hole event horizon? Fable managed to reach roughly Phase 8.5 before the free trial looked at RUMI’s request count and basically said: aight imma head out 😭 What Fable Revealed this ended up being way more valuable than i expected. while comparing Fable’s outputs with the models i normally run, i noticed a massive difference. most models tend to generate: Hidden Variable ↓ Mechanism Description ↓ Prediction Fable was generating: Hidden Variable ↓ Mechanism ↓ Equation ↓ Parameter Extraction ↓ Derivation ↓ Numerical Validation ↓ Prediction actual equations. actual variables. actual derivation chains. actual numerical checks. 🥀 Switching Back To MiMo after the Fable credits died, i moved everything back to MiMo and started comparing outputs. and that’s when another weakness became obvious. the pipeline itself wasn’t failing. MiMo simply wasn’t producing the mathematical depth needed for the mechanism stage. which means the current bottleneck isn’t discovery anymore. it’s mathematical formalization. Mathematical Formalization Architecture one of the most interesting things i noticed while testing Claude Fable 5 was how differently it handled mechanism generation. most models would generate something like: Hidden Variable ↓ Mechanism Description ↓ Prediction while Fable was generating: Hidden Variable ↓ Mechanism ↓ Equation ↓ Parameter Extraction ↓ Derivation ↓ Numerical Validation ↓ Prediction and honestly that immediately exposed one of RUMI’s biggest weaknesses. theories and mechanisms were already being generated. the math wasn’t. so instead of just complaining about it, i started redesigning the mechanism pipeline around that pattern. RUMI now has the foundations for a much more quantitative discovery process where mechanisms aren’t just descriptions anymore, which is lwk tuff ig 🥀✌ equations variables derivations parameter extraction numerical validation Switching Back To MiMo 🥀 after Fable ran out of credits i moved everything back to MiMo and started testing the updated architecture and still doing it cause mimo is like hella slow bruh normally umi takes upto 30-40 mins but now with mimo shes taking aorund 2hr 30mins 💔
rumi-Devlog #7 🍓 This was probably one of the most frustrating and important RUMI development sessions so far. Most people only see the final discovery reports. They don’t see the chaos that happens before RUMI can generate a single theory. And trust me, there was a lot of chaos. 💔 Bug Fixes, Bug Fixes, More Bug Fixes I started this session thinking I’d make a few improvements and continue testing. That did not happen. RUMI’s architecture has reached a point where changing one thing breaks three others. Every time I fixed 3 bugs, another 5 appeared from somewhere else. At one point I genuinely crashed out because every run ended with a new issue that didn’t even exist before. It felt like: fix_bug() spawn_more_bugs(count=5) Turns out there’s a reason people say: “If it’s working, don’t touch it.” Unfortunately I touched it. A lot. 🥀 The Problem Even though RUMI was producing interesting discoveries, I still wasn’t satisfied. The reports were often interesting, creative, and sometimes novel, but they still felt too generic. The pipeline would generate a theory, evaluate it once, pick a winner, and move on. I wanted RUMI to spend more time refining ideas instead of treating every discovery as a one-shot attempt. Falling Into The OpenMythos Rabbit Hole While researching I came across OpenMythos, a community attempt to reverse engineer Anthropic’s rumored Mythos architecture. Nobody actually knows how Mythos works, but the community has proposed several reasoning patterns that might explain Claude-style outputs. I spent hours reading through it asking myself: “What parts of this could actually work inside RUMI?” Not copying. Adapting. The Biggest Change I’ve Ever Made To RUMI 🥀 One idea stood out immediately: recurrent reasoning loops. Before: Mechanisms ↓ Predictions ↓ Theory Competition ↓ Winner One pass. One shot. If mechanism generation was weak, everything downstream became weak too. So I rebuilt a huge section of the pipeline. Now RUMI performs a 3-stage recurrent refinement process: Loop 1 — Exploration Maximum creativity Maximum diversity Broad theory generation Loop 2 — Refinement Survivors re-enter the pipeline Focus on evidence, consistency, and mechanism quality Loop 3 — Convergence Lowest creativity Highest rigor Final selection of the strongest explanation Instead of living or dying from a single generation pass, theories now get multiple opportunities to evolve. Preventing Theory Drift Another idea I adapted was evidence grounding injection. Recursive systems often suffer from theory drift, where ideas slowly become disconnected from the evidence that originally generated them. To prevent this, every refinement loop continuously receives: Literature evidence Contradictions Knowledge gaps Observed anomalies This keeps discoveries grounded instead of drifting into fantasy. Smarter Computation I also added convergence-aware halting. Not every scientific problem deserves the same amount of computation. Some topics converge quickly while others require deeper exploration. RUMI can now monitor improvements between loops and eventually stop refining once discoveries begin stabilizing. lwk so much happened in these last 17hrs that i cant even include everything in here cause of the word limit 😭🥀
rumi-Devlog #8 🍓 Current status: rumis smarter, my codebase survived, and my sanity is questionable 💔 A huge part of this session wasn’t actually spent improving discovery quality. It was spent improving everything around RUMI. As RUMI’s discovery pipeline keeps getting bigger, debugging has become a nightmare. Reading raw JSON reports, searching through logs, and manually inspecting hundreds of entities was getting painful. So I built a full visualization and monitoring system for RUMI. The dashboard can now visualize: discovery reports theory competitions adversarial testing results predictions refinement stages scoring breakdowns knowledge graphs paper collections hypothesis memory all from a single interface. Knowledge Graph Visualization One thing I’ve wanted for a while was being able to actually SEE what RUMI was discovering. Not read it. See it. So I built an interactive graph explorer using vis.js. Every entity type gets its own visual identity. Nodes glow based on type. Edges scale with confidence. Hovering shows metadata, paper counts, and relationships. The graph uses ForceAtlas physics and overlap avoidance to make large discovery graphs easier to navigate. Watching hundreds of concepts connect together is honestly way more useful than reading raw graph dumps. 🥀 Discovery Report Explorer RUMI reports have become massive. Some are hundreds of kilobytes. Some are over a thousand lines. Reading those manually sucks. So I built dedicated views for: theory competition adversarial evaluation predictions scoring derivations peer review refinement stages which makes analyzing runs significantly easier. Provider Stack Surgery 💔 While testing the new recurrent architecture I discovered a huge bottleneck. Xiaomi MiMo. It was slow. Constantly rate limiting. Burning through provider chains. And starving downstream phases. This turned out to be the reason molecule generation kept randomly failing. So MiMo got removed from the routing stack. After testing 17 API keys across all providers: 13 healthy 4 problematic Current routing stack includes: NVIDIA DeepSeek Kimi K2.6 Cerebras GPT-OSS-120B Groq Gemini Fireworks Still chasing down some timeout and rate limit issues but overall the stack is way healthier now. Discovery Testing Used the upgraded architecture to stress test RUMI on several difficult domains. One of the most interesting runs was Molecular Glue Drug Discovery. Current run stats: 16 hidden variables 15 mechanisms per loop 7 predictions multiple adversarial survivors recurrent refinement loops enabled The architecture is definitely producing stronger outputs than before. meow meow meow
rumi-Devlog #9 🍓😺✌ today was mostly spent making RUMI faster because some runs were taking an absolutely stupid amount of time 😭 provider stack changes spent a while profiling the provider chain and found a few cursed bottlenecks. disabled Fireworks (credits died, every failed request was wasting ~90s) switched GLM routing to Kimi K2.6 via a second NVIDIA key tested Cerebras-first vs NVIDIA-first routing results were funny: Cerebras = ~2s/call but discoveries averaged around C grade NVIDIA = ~65s/call but much stronger reports so now different parts of the pipeline use different providers depending on the task. phase 6.5 speedup equation generation was committing crimes. rewrote the whole thing to run in parallel (6 workers). went from: ~16 min to ~1 min for a typical 15 mechanism loop. also finally fixed the legendary: 0/15 equations generated bug 😺🍓 literature search all literature sources now fetch concurrently: arXiv PubMed CrossRef OpenAlex etc runtime dropped from ~2 mins to ~64 seconds. RUMI TUI probably my favourite thing from today. built a proper Textual-based TUI so i can actually see what RUMI is doing instead of staring at a terminal for 10 hours. added: real-time phase tracking live agent status brain module dashboard discovery controls /brain /status /dream /memory /hypothesis also fixed a bunch of broken brain module APIs that were pretending to work 💀 random bug of the day RUMI was occasionally turning english into ancient cursed language and generating stuff like: withinamy instead of actual words. fixed topic truncation so it now cuts at word boundaries. current state provider stack healthier equation generation WAY faster literature search faster TUI finally usable brain modules actually verified at boot still spending most of my life waiting for discovery runs to finish though 🥀
Ships:
rumi - research unified machine intelligence… rumi is an actual autonomous AI scientist designed to discover, not just describe. Powered by a 22 phase, 2 tracks scientific discovery pipeline, RUMI analyzes research literature, builds knowledge representations, identifies gaps in existing explanations, generates novel hypotheses, constructs mathematical and causal models, produces falsifiable predictions, and evaluates competing theories through automated scientific review. Operating across 17 domains, RUMI is built as a general-purpose discovery engine whose objective is to accelerate human research by systematically exploring explanations that may not yet exist in the literature while maintaining transparency, critique, and testability throughout the discovery process. NOTE :- rumi still cant do end to end novel discoveries on her own but she can provide novel ideas with grounded mechanisms and derivations and stronger the reasoning of a model = better results from rumi.. that said… once i get my hands on a frontier llm ill plug it into rumi and develop her more Proof that rumi works :- rumi has helped me publish 1 peer reviewed research paper on analytical number theory (DOI :- 10.5281/zenodo.21107958)...
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1793101858.9008622
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1793188258.9008622
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66698
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My awesome macropad! by @Snehadri | Stardance
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Snehadri
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Snehadri | Stardan Title: My awesome macropad! by @Snehadri | Stardance...
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1793101860.0708506
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1793706660.0708506
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30869
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My very own WebOS by @nploc1209 | Stardance
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nploc1209
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T09:08:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made HackOS, a browser-based desktop simulator that feels like a mini operating system. It has draggable apps, widgets, camera/voice tools, local notes/files, and a detective-style puzzle case. The hardest part was making the UI feel clean and responsive while still having many apps, animations, drag/drop behavior, and saved local data. I’m proud that it feels interactive, not just like a static website. The apps actually do things, and the case uses multiple tools inside the OS.", "repo": "https://github.com/nploc1209/HackOS", "demo": "https://nploc1209.github.io/HackOS/"}]...
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[{"post_id": 22712, "ts": "202 [{"post_id": 22712, "ts": "2026-07-05T09:06:13Z", "hours": 0.4914, "text": "Make a fun detective case inside the OS, try to crack the password of the computer!"}, {"post_id": 22698, "ts": "2026-07-05T08:11:32Z", "hours": 0.4422, "text": "Make the app usable and also dragable"}, {"post_id": 22688, "ts": "2026-07-05T07:43:57Z", "hours": 1.5206, "text": "Edited the front-end to make it more beautiful"}]...
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Title: My very own WebOS by @nploc1209 | Stardance Title: My very own WebOS by @nploc1209 | Stardance
Devlogs:
Edited the front-end to make it more beautiful
Make the app usable and also dragable
Make a fun detective case inside the OS, try to crack the password of the computer!
Ships:
I made HackOS, a browser-based desktop simulator that feels like a mini operating system. It has draggable apps, widgets, camera/voice tools, local notes/files, and a detective-style puzzle case. The hardest part was making the UI feel clean and responsive while still having many apps, animations, drag/drop behavior, and saved local data. I’m proud that it feels interactive, not just like a static website. The apps actually do things, and the case uses multiple tools inside the OS....
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1793101860.9219775
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1793188260.9219775
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66699
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My very own WebOS by @subarna_kdl | Stardance
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subarna_kdl
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @subarna_kdl | Stardan Title: My very own WebOS by @subarna_kdl | Stardance...
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1793101861.8273642
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1793706661.8273642
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6779
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Zeteroide by @LouisNotLuna | Stardance
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LouisNotLuna
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1
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17.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T16:28:17Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple meteorite shooter, to learn opengl and deepen my knowledge in zig. It is quite a basic game, but it helped to further my understanding.", "repo": "https://codeberg.org/LouisNotLuna/zeteroide", "demo": "https://youtu.be/Fz58MMCm2dk"}]...
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[{"post_id": 9277, "ts": "2026 [{"post_id": 9277, "ts": "2026-06-15T16:03:54Z", "hours": 3.2778, "text": "I added a damage sound, lives and other stuff. Smoothing for positions, so we don’t get jumpy jumps from grid pos to grid pos. This way we get smooth animations. I also tidied up the code, made spawn rate and tick rate increase with play time. This project has taught me a lot of about graphics programming and opengl."}, {"post_id": 6486, "ts": "2026-06-10T22:07:37Z", "hours": 3.6086, "text": "I did the restructering, the game grid is now no longer stored allowing for more efficent and more efficent ticking. Ticking is now done globally and not per Slot. I also reintroduce some bugs :> that need fixing for the full code diff view github. Here is one of them:"}, {"post_id": 4554, "ts": "2026-06-07T22:00:31Z", "hours": 0.38, "text": "Implemented lives and death (window just closes for now). They are not yet rendering though. so you only get an image of lazygit today"}, {"post_id": 4250, "ts": "2026-06-07T14:30:31Z", "hours": 0.5539, "text": "Now we properly render the explosion texture, missing the meteorites makes them spawn in quicker. They finally disappear when hitting them bottom. No lives yet, that should be trivial to implement. Also added new sounds, for damage and hitting an meteorite"}, {"post_id": 3733, "ts": "2026-06-06T19:35:51Z", "hours": 1.0483, "text": "I got images working! It was a stupid mistake that renderdoc helped me solve. (Pro tip: if you have a projection matrix make sure to actually set it in the shader). It would be nice if I could make opengl hard error in such a case 🤔. As you can see it still not correctly rendered, but at least I see something."}, {"post_id": 3485, "ts": "2026-06-06T13:20:10Z", "hours": 2.3597, "text": "I am currently reworking the rendering pipeline, uhh and somehow a lot of stuff broke. Trying to figure out what I did wrong :dies:"}, {"post_id": 2883, "ts": "2026-06-05T19:39:30Z", "hours": 2.5653, "text": "I have been working on improving the codebase and added sound support, read up a lot on how SDL manages sound. And I needed to medal with nix flake dev env, because it was trying to use jack and didn’t see pipewire. The game doesn’t look much different, but here another screenshot."}, {"post_id": 2055, "ts": "2026-06-04T11:00:42Z", "hours": 2.3686, "text": "I got the basic game working, you can move around, shoot and destroy the meteroides. They don’t deal damage and just chill at the bottom when they reach it. I am not sure if I am happy with current system, as I use a 2d array of the size of the game. Maybe I will change that. Explosions are also working. That is the big red blob that you see, they appear shortly after you shoot a meteroide and disappear after a second. Overall very fun, next thing to add is gonna be a score and lives."}, {"post_id": 1987, "ts": "2026-06-04T07:52:50Z", "hours": 0.8536, "text": "I have been wanting to learn rendering for some time, I decided a good way was to create a little game with opengl and zig, as I am already knowledgeable about that language. The screenshot you see is the current game state, it has been very fun so far and I plan to do more. Doesn’t look to pretty yet, but I plan to work more on this. I have already learned a lot about opengl and rendering."}]...
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Title: Zeteroide by @LouisNotLuna | Stardance
Dev Title: Zeteroide by @LouisNotLuna | Stardance
Devlogs:
I have been wanting to learn rendering for some time, I decided a good way was to create a little game with opengl and zig, as I am already knowledgeable about that language. The screenshot you see is the current game state, it has been very fun so far and I plan to do more. Doesn’t look to pretty yet, but I plan to work more on this. I have already learned a lot about opengl and rendering.
I got the basic game working, you can move around, shoot and destroy the meteroides. They don’t deal damage and just chill at the bottom when they reach it. I am not sure if I am happy with current system, as I use a 2d array of the size of the game. Maybe I will change that. Explosions are also working. That is the big red blob that you see, they appear shortly after you shoot a meteroide and disappear after a second. Overall very fun, next thing to add is gonna be a score and lives.
I have been working on improving the codebase and added sound support, read up a lot on how SDL manages sound. And I needed to medal with nix flake dev env, because it was trying to use jack and didn’t see pipewire. The game doesn’t look much different, but here another screenshot.
I am currently reworking the rendering pipeline, uhh and somehow a lot of stuff broke. Trying to figure out what I did wrong :dies:
I got images working! It was a stupid mistake that renderdoc helped me solve. (Pro tip: if you have a projection matrix make sure to actually set it in the shader). It would be nice if I could make opengl hard error in such a case 🤔. As you can see it still not correctly rendered, but at least I see something.
Now we properly render the explosion texture, missing the meteorites makes them spawn in quicker. They finally disappear when hitting them bottom. No lives yet, that should be trivial to implement. Also added new sounds, for damage and hitting an meteorite
Implemented lives and death (window just closes for now). They are not yet rendering though. so you only get an image of lazygit today
I did the restructering, the game grid is now no longer stored allowing for more efficent and more efficent ticking. Ticking is now done globally and not per Slot. I also reintroduce some bugs :> that need fixing for the full code diff view github. Here is one of them:
I added a damage sound, lives and other stuff. Smoothing for positions, so we don’t get jumpy jumps from grid pos to grid pos. This way we get smooth animations. I also tidied up the code, made spawn rate and tick rate increase with play time. This project has taught me a lot of about graphics programming and opengl.
Ships:
I made a simple meteorite shooter, to learn opengl and deepen my knowledge in zig. It is quite a basic game, but it helped to further my understanding....
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1793101862.7070498
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1793188262.7070498
|
|
66700
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WarioWareGame by @VoiDDR5 | Stardance
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VoiDDR5
|
0
|
0.0
|
0
|
[]
|
[]
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Title: WarioWareGame by @VoiDDR5 | Stardance
|
1793101863.9265428
|
1793706663.9265428
|
|
66701
|
my-alarm by @shaurya500 | Stardance
|
shaurya500
|
0
|
2.73
|
0
|
[]
|
[{"post_id": 75142, "ts": "202 [{"post_id": 75142, "ts": "2026-09-29T08:53:23Z", "hours": 1.5339, "text": "Designed PCB with correct components ,fixed issues"}, {"post_id": 75130, "ts": "2026-09-29T07:07:50Z", "hours": 1.2003, "text": "made PCB for my first alarm clock"}]...
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Title: my-alarm by @shaurya500 | Stardance
Devlog Title: my-alarm by @shaurya500 | Stardance
Devlogs:
made PCB for my first alarm clock
Designed PCB with correct components ,fixed issues...
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1793101864.7759693
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1793706664.7759693
|
|
52697
|
mywebsite by @Jeshu | Stardance
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Jeshu
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T17:08:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own portfolio for the Stardance event and I used basic vanilla JavaScript, CSS, and HTML for this", "repo": "https://github.com/jeshu-collab/mywebsite", "demo": "https://mywebsite-tawny-alpha.vercel.app/"}]...
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[{"post_id": 53922, "ts": "202 [{"post_id": 53922, "ts": "2026-08-24T17:00:34Z", "hours": 0.2533, "text": "devlog — cleaned up the site today removed three.js and replaced it with a lightweight pure css dot-grid. warmed up the whole color palette and gave it more of an aged parchment feel. fixed the landing page alignment by switching to a strict css grid and keeping everything dead-center. added ibm plex mono locally, so there are no external font requests anymore. added my hardware + software toolkit to the about page. added a vanilla javascript observer for smooth fade-ins when elements enter the viewport. overall, the build feels way lighter, faster, and cleaner now. and yeah, the alignment is finally actually right."}, {"post_id": 52225, "ts": "2026-08-22T10:10:56Z", "hours": 2.5078, "text": "I built a minimalist portfolio from the ground up, focusing entirely on strict layout control and a raw “hacker-document” aesthetic. I originally had a 3D particle system running in the background, but I ended up removing Three.js completely and replaced it with a much lighter, pure CSS dot-grid that uses a custom mouse-tracking spotlight mask to keep the load times near zero.The core of the build involved creating a precise CSS state-machine for a sticky-scroll landing sequence and using CSS Grid to achieve pixel-perfect absolute centering across the viewport. For typography, I used Google Fonts with IBM Plex Mono instead of adding the font directly into the stylesheet. Everything is tied together with a warm, vintage parchment color palette, strict flex-aligned project cards, and smooth hover-state GitHub reveals.It’s completely self-contained, lightweight, lightning fast, and matches exactly the aesthetic I was going for."}]...
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Title: mywebsite by @Jeshu | Stardance
Devlogs:
I Title: mywebsite by @Jeshu | Stardance
Devlogs:
I built a minimalist portfolio from the ground up, focusing entirely on strict layout control and a raw “hacker-document” aesthetic. I originally had a 3D particle system running in the background, but I ended up removing Three.js completely and replaced it with a much lighter, pure CSS dot-grid that uses a custom mouse-tracking spotlight mask to keep the load times near zero.The core of the build involved creating a precise CSS state-machine for a sticky-scroll landing sequence and using CSS Grid to achieve pixel-perfect absolute centering across the viewport. For typography, I used Google Fonts with IBM Plex Mono instead of adding the font directly into the stylesheet. Everything is tied together with a warm, vintage parchment color palette, strict flex-aligned project cards, and smooth hover-state GitHub reveals.It’s completely self-contained, lightweight, lightning fast, and matches exactly the aesthetic I was going for.
devlog — cleaned up the site today removed three.js and replaced it with a lightweight pure css dot-grid. warmed up the whole color palette and gave it more of an aged parchment feel. fixed the landing page alignment by switching to a strict css grid and keeping everything dead-center. added ibm plex mono locally, so there are no external font requests anymore. added my hardware + software toolkit to the about page. added a vanilla javascript observer for smooth fade-ins when elements enter the viewport. overall, the build feels way lighter, faster, and cleaner now. and yeah, the alignment is finally actually right.
Ships:
I made my own portfolio for the Stardance event and I used basic vanilla JavaScript, CSS, and HTML for this...
|
1793101865.6371286
|
1793188265.6371286
|
|
6380
|
CompVault by @Ved | Stardance
|
Ved
|
1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T17:58:24Z", "hours": 1.0, "multiplier": 2.08, "payout": 3, "blessing": "neutral", "text": "🔐 CompVault CompVault is a browser-based password manager built with HTML, CSS, and JavaScript. The project started as a simple login screen and evolved into a feature-rich password management application. It provides a clean interface for storing, managing, searching, importing, and exporting passwords directly in the browser. ⚠️ This project is intended for learning and educational purposes. ✨ Features Password Management ➕ Add passwords ✏️ Edit passwords 🗑️ Delete passwords 🔍 Search passwords Security & Access -🔑 Master password protection 👁️ Show / Hide passwords 📋 Copy passwords to clipboard Productivity 🎲 Random password generator 📤 Export vault to JSON 📥 Import vault from JSON User Experience 🌙 Dark / Light theme 💾 Local Storage persistence 📱 Responsive interface 🛠️ Built With HTML5 CSS3 JavaScript (Vanilla) No frameworks or external libraries were used. 🧪 Testing Master Password Open https://compvault.netlify.app Create a master password Refresh the page Verify the same password unlocks the vault Password Management Add a password Edit a password Delete a password Search Search by website name Search by username Password Generator Generate a random password Verify it appears in the password field Show / Hide Reveal a password Hide it again Copy Password Copy a password Paste it elsewhere to verify Theme Switching Switch themes Refresh the page Verify the selected theme persists Import / Export Export the vault Delete entries Import the exported file Verify data restoration Persistence Add several passwords Refresh the page Verify all entries remain Expected Result All features should function correctly and data should persist between browser sessions. 🤖 AI Usage Declaration Artificial intelligence tools were used during the development of this project as learning and productivity aids. AI was primarily used to: Explain programming concepts Assist with debugging Suggest improvements and features Review code and provide feedback Help draft documentation Made with ❤️ by Ved.", "repo": "https://github.com/VedDevs/CompVault", "demo": "https://compvault.netlify.app"}]...
|
[{"post_id": 3645, "ts": "2026 [{"post_id": 3645, "ts": "2026-06-06T17:43:54Z", "hours": 1.4397, "text": "CompVault Development Log I completed the first full version of CompVault, a password manager built using HTML, CSS, and JavaScript. The project started as a simple login page with a fixed master password. Once the basic vault was functional, I gradually expanded the application by adding new features and enhancing the user experience. Features Implemented Master password protection Ability to add passwords Option to edit passwords Capability to delete passwords Search functionality Show / Hide passwords Option to copy passwords to the clipboard Random password generator Dark / Light theme switcher Export the vault to JSON format Import the vault from JSON format Data persistence using Local Storage Challenges Faced One of the first challenges was figuring out how to display saved passwords on the page dynamically. Initially, passwords were stored in a JavaScript array. I learned how to render data into HTML using template literals and update the page whenever changes were made. Another challenge was ensuring that data was same between sessions. I used Local Storage to solve this issue, which allowed the vault to retain saved passwords even after refreshing the page. As more features were added, organizing the code became increasingly important. Creating reusable functions like renderPasswords() and saveVault() made the application easier to manage and extend. What I Learned Through this project, I gained hands-on experience with: Manipulating the Document Object Model (DOM) Handling user events Using Local Storage for data persistence Rendering dynamic user interfaces Performing Create, Read, Update, and Delete (CRUD) operations Importing and exporting files Creating responsive and visually appealing designs Organizing and structuring a project effectively Project Status CompVault v1 is now complete and fully functional as a local, browser-based password manager. Future Improvements Although the application works well, I plan to add several features in future versions: Password encryption using the Web Crypto API Password strength analysis Cloud synchronization Support for multiple user accounts Auto-lock functionality Enhanced mobile experience Reflection This project began as a simple experiment and quickly evolved into one of the most comprehensive web applications I have ever built. It was an excellent opportunity to practice JavaScript, improve my problem-solving abilities, and understand how various components of a web application work together. Overall, CompVault was both an enjoyable and educational experience, and it has significantly strengthened my ability to build more complex software projects in the future."}]...
|
Title: CompVault by @Ved | Stardance
Devlogs:
Com Title: CompVault by @Ved | Stardance
Devlogs:
CompVault Development Log I completed the first full version of CompVault, a password manager built using HTML, CSS, and JavaScript. The project started as a simple login page with a fixed master password. Once the basic vault was functional, I gradually expanded the application by adding new features and enhancing the user experience. Features Implemented Master password protection Ability to add passwords Option to edit passwords Capability to delete passwords Search functionality Show / Hide passwords Option to copy passwords to the clipboard Random password generator Dark / Light theme switcher Export the vault to JSON format Import the vault from JSON format Data persistence using Local Storage Challenges Faced One of the first challenges was figuring out how to display saved passwords on the page dynamically. Initially, passwords were stored in a JavaScript array. I learned how to render data into HTML using template literals and update the page whenever changes were made. Another challenge was ensuring that data was same between sessions. I used Local Storage to solve this issue, which allowed the vault to retain saved passwords even after refreshing the page. As more features were added, organizing the code became increasingly important. Creating reusable functions like renderPasswords() and saveVault() made the application easier to manage and extend. What I Learned Through this project, I gained hands-on experience with: Manipulating the Document Object Model (DOM) Handling user events Using Local Storage for data persistence Rendering dynamic user interfaces Performing Create, Read, Update, and Delete (CRUD) operations Importing and exporting files Creating responsive and visually appealing designs Organizing and structuring a project effectively Project Status CompVault v1 is now complete and fully functional as a local, browser-based password manager. Future Improvements Although the application works well, I plan to add several features in future versions: Password encryption using the Web Crypto API Password strength analysis Cloud synchronization Support for multiple user accounts Auto-lock functionality Enhanced mobile experience Reflection This project began as a simple experiment and quickly evolved into one of the most comprehensive web applications I have ever built. It was an excellent opportunity to practice JavaScript, improve my problem-solving abilities, and understand how various components of a web application work together. Overall, CompVault was both an enjoyable and educational experience, and it has significantly strengthened my ability to build more complex software projects in the future.
Ships:
🔐 CompVault CompVault is a browser-based password manager built with HTML, CSS, and JavaScript. The project started as a simple login screen and evolved into a feature-rich password management application. It provides a clean interface for storing, managing, searching, importing, and exporting passwords directly in the browser. ⚠️ This project is intended for learning and educational purposes. ✨ Features Password Management ➕ Add passwords ✏️ Edit passwords 🗑️ Delete passwords 🔍 Search passwords Security & Access -🔑 Master password protection 👁️ Show / Hide passwords 📋 Copy passwords to clipboard Productivity 🎲 Random password generator 📤 Export vault to JSON 📥 Import vault from JSON User Experience 🌙 Dark / Light theme 💾 Local Storage persistence 📱 Responsive interface 🛠️ Built With HTML5 CSS3 JavaScript (Vanilla) No frameworks or external libraries were used. 🧪 Testing Master Password Open https://compvault.netlify.app Create a master password Refresh the page Verify the same password unlocks the vault Password Management Add a password Edit a password Delete a password Search Search by website name Search by username Password Generator Generate a random password Verify it appears in the password field Show / Hide Reveal a password Hide it again Copy Password Copy a password Paste it elsewhere to verify Theme Switching Switch themes Refresh the page Verify the selected theme persists Import / Export Export the vault Delete entries Import the exported file Verify data restoration Persistence Add several passwords Refresh the page Verify all entries remain Expected Result All features should function correctly and data should persist between browser sessions. 🤖 AI Usage Declaration Artificial intelligence tools were used during the development of this project as learning and productivity aids. AI was primarily used to: Explain programming concepts Assist with debugging Suggest improvements and features Review code and provide feedback Help draft documentation Made with ❤️ by Ved....
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1793101866.5461516
|
1793188266.5461516
|