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44220
|
Pulse by @rehanhabbu | Stardance
|
rehanhabbu
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T14:56:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Very basic website with a new tab page: Displays the image from the API in the background with a clock in the foreground Uses HTML, JS, and CSS Uses a .env and github secret for API", "repo": "https://github.com/Catsarepro21/starry", "demo": "https://catsarepro21.github.io/starry/"}]...
|
[{"post_id": 41357, "ts": "202 [{"post_id": 41357, "ts": "2026-08-05T14:55:37Z", "hours": 0.5517, "text": "Started and finished up this very simple website using NASA’s api. Displays the image from the API in the background with a clock in the foreground Uses HTML, JS, and CSS Uses a .env and github secret for API"}]...
|
Title: Pulse by @rehanhabbu | Stardance
Devlogs:
Title: Pulse by @rehanhabbu | Stardance
Devlogs:
Started and finished up this very simple website using NASA’s api. Displays the image from the API in the background with a clock in the foreground Uses HTML, JS, and CSS Uses a .env and github secret for API
Ships:
Very basic website with a new tab page: Displays the image from the API in the background with a clock in the foreground Uses HTML, JS, and CSS Uses a .env and github secret for API...
|
1793461677.910399
|
1793548077.910399
|
|
44234
|
chrome-buddy by @AyushKushwaha | Stardance
|
AyushKushwaha
|
1
|
6.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T08:26:35Z", "hours": 6.0, "multiplier": 3.28, "payout": 20, "blessing": "neutral", "text": "I have create a chrome extension that will trace you website usage and time spent on the website , it also have chrome notification for water intake , you can also add your own reminders. It has simple , clean and attractive ui . the problem i faced in storage , how to store the times in local chrome storage but it got solved https://developer.chrome.com/docs/extensions/reference/api/storage i used this and chatgpt to learn about this . when i get stuck i used chatgpt , i used it as a learning tool , not just to copy paste the code. it was my idea , I made the ui simple , clean and attracting , eye comforting . Thats all for this project hope you all will like this project .", "repo": "https://github.com/ayush-bug/Chrome-Buddy/", "demo": "https://github.com/ayush-bug/Chrome-Buddy/releases/tag/v1.0.0"}]...
|
[{"post_id": 43151, "ts": "202 [{"post_id": 43151, "ts": "2026-08-08T08:14:22Z", "hours": 0.8425, "text": "devlog 6 : finnaly complete the my first chrome extension , you can also use it form here https://github.com/ayush-bug/Chrome-Buddy"}, {"post_id": 43120, "ts": "2026-08-08T06:37:34Z", "hours": 0.5978, "text": "Devlog 5 : added tow more cards for yesterday usage and last 1 week , also change the color of the website container ."}, {"post_id": 42493, "ts": "2026-08-07T08:13:38Z", "hours": 1.8839, "text": "Devlog 4 : Added a new section for reminder section , in this you can add your title and date, time - to get reminder , so that you will not miss any thing and be on time ."}, {"post_id": 41786, "ts": "2026-08-06T05:55:34Z", "hours": 0.2944, "text": "devlog 3 : finally add the chrome notification to notify about water intake …"}, {"post_id": 41780, "ts": "2026-08-06T05:35:32Z", "hours": 0.8439, "text": "devlog 2 of the chrome buddy , complete the main part of storage and dashboard , will add more feature like water intake notification and , study break and many more to come"}, {"post_id": 41446, "ts": "2026-08-05T17:38:03Z", "hours": 1.7408, "text": "making a chrome buddy that will trace you working hours and also give me alert for water intake and many more features coming soon .. , the ui may be differ as i like ."}]...
|
Title: chrome-buddy by @AyushKushwaha | Stardance
Title: chrome-buddy by @AyushKushwaha | Stardance
Devlogs:
making a chrome buddy that will trace you working hours and also give me alert for water intake and many more features coming soon .. , the ui may be differ as i like .
devlog 2 of the chrome buddy , complete the main part of storage and dashboard , will add more feature like water intake notification and , study break and many more to come
devlog 3 : finally add the chrome notification to notify about water intake …
Devlog 4 : Added a new section for reminder section , in this you can add your title and date, time - to get reminder , so that you will not miss any thing and be on time .
Devlog 5 : added tow more cards for yesterday usage and last 1 week , also change the color of the website container .
devlog 6 : finnaly complete the my first chrome extension , you can also use it form here https://github.com/ayush-bug/Chrome-Buddy
Ships:
I have create a chrome extension that will trace you website usage and time spent on the website , it also have chrome notification for water intake , you can also add your own reminders. It has simple , clean and attractive ui . the problem i faced in storage , how to store the times in local chrome storage but it got solved https://developer.chrome.com/docs/extensions/reference/api/storage i used this and chatgpt to learn about this . when i get stuck i used chatgpt , i used it as a learning tool , not just to copy paste the code. it was my idea , I made the ui simple , clean and attracting , eye comforting . Thats all for this project hope you all will like this project ....
|
1793444156.645966
|
1793530556.645966
|
|
44247
|
My about me site! by @MathBty | Stardance
|
MathBty
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T11:17:52Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I created my own site. Getting the layout perfectly responsive without using any external frameworks was really tricky, especially making sure the css grid for the photo gallery didn’t overlap on smaller screens (at least I managed to overcome the challenges :) ). I am very proud of my astrophotography tab and I can’t forget the ANIMATED COMETS which are just so cool! I remember spending like 1h for finding a good tutorial on how to make them, but here they are. The website is fully deployed using github pages, so no installation is required, just click the link that redirects to the website. I would love for you to try it!", "repo": "https://github.com/MateiBt/my-website", "demo": "https://mateibt.github.io/my-website/"}]...
|
[{"post_id": 43908, "ts": "202 [{"post_id": 43908, "ts": "2026-08-09T11:06:03Z", "hours": 1.5508, "text": "My 5th Stardance devlog (9.08.2026). Ok, this was actually the last devlog on this personal site. Of course, many more things could and will be added in the future, but for the present I really like how it came out. Basically today I added more photos onto the astrophotography tab for you to watch :). I also added a photos tab and will also maybe document my chess journey on this site (yes, I love chess too). I also deployed my files into the repo (because somehow I forgot to link vs code to github when I created the project (at least the commits are still visible). If you have time please visit my website and comment here what you would rate it out of 5 stars, it would be nice to know. Thank you for reading and cya on the next project!"}, {"post_id": 43417, "ts": "2026-08-08T17:22:23Z", "hours": 1.5169, "text": "My 4th Stardance devlog (8.08.2026). I spent today’s coding session to organize my files, to create a temporary READme (on which I will work tomorrow to finish), and to create this astrophotography tab which of course needs to be improved, but I’m proud enough of what I managed to do here. This is supposed to be my second to last devlog on this project, tomorrow planning to finish and ship it. Of course I will continue to update it in the future, but the site is almost done, only with some new features on this astrophotography tab to add and to finish the READme. If you have any suggestions please let me know in the comments, it would mean a lot to me. Byee!"}, {"post_id": 42808, "ts": "2026-08-07T18:33:47Z", "hours": 1.5339, "text": "My 3rd Stardance devlog (7.08.2026). Ok this day was actually opposite compared to yesterday. Didn’t manage to add more than just a live astronomy data tab which shows the current moon phase from my location and days until next eclipse (i guess at least its looking pretty nice, right?). It feels and actually probably is that I’m spending too much time on a personal site, meant just to present things about me, however I plan on using it as a professional and fun way to present myself, so I can probably allow 2 more devlogs and polish the site. I’m kinda curious to see what will se site look like when its actually finished. Closing the devlog here and asking for opinions on what I should add more on here."}, {"post_id": 41983, "ts": "2026-08-06T14:57:53Z", "hours": 1.4694, "text": "My 2nd Stardance devlog (6.08.2026). Today I really feel like I’ve had a great upgrade. I searched for site templates to get inspiration and, after I found the one that fit me the best, I added my bit of creativtity here and there. Now, finding a tutorial to make those background stars and moving comet animations was quite hard, but I eventually found a good one and I am really proud of them! I plan on adding a tab specifically for sharing my astrophotography photos & maybe even adding more astronomy related things on here (like current phase of the moon, time until next eclipse etc.). I am excited to continue working on this project!"}, {"post_id": 41486, "ts": "2026-08-05T18:44:31Z", "hours": 1.6761, "text": "My 1st Stardance devlog (5.08.2026). I made my first attempt to create my about-me site. I created the backbone of the site and I started actually writing on it. I am planning to make it more interactive, colourful and fulllllllllll of personal expeirences that I would like to share with others."}]...
|
Title: My about me site! by @MathBty | Stardance
Title: My about me site! by @MathBty | Stardance
Devlogs:
My 1st Stardance devlog (5.08.2026). I made my first attempt to create my about-me site. I created the backbone of the site and I started actually writing on it. I am planning to make it more interactive, colourful and fulllllllllll of personal expeirences that I would like to share with others.
My 2nd Stardance devlog (6.08.2026). Today I really feel like I’ve had a great upgrade. I searched for site templates to get inspiration and, after I found the one that fit me the best, I added my bit of creativtity here and there. Now, finding a tutorial to make those background stars and moving comet animations was quite hard, but I eventually found a good one and I am really proud of them! I plan on adding a tab specifically for sharing my astrophotography photos & maybe even adding more astronomy related things on here (like current phase of the moon, time until next eclipse etc.). I am excited to continue working on this project!
My 3rd Stardance devlog (7.08.2026). Ok this day was actually opposite compared to yesterday. Didn’t manage to add more than just a live astronomy data tab which shows the current moon phase from my location and days until next eclipse (i guess at least its looking pretty nice, right?). It feels and actually probably is that I’m spending too much time on a personal site, meant just to present things about me, however I plan on using it as a professional and fun way to present myself, so I can probably allow 2 more devlogs and polish the site. I’m kinda curious to see what will se site look like when its actually finished. Closing the devlog here and asking for opinions on what I should add more on here.
My 4th Stardance devlog (8.08.2026). I spent today’s coding session to organize my files, to create a temporary READme (on which I will work tomorrow to finish), and to create this astrophotography tab which of course needs to be improved, but I’m proud enough of what I managed to do here. This is supposed to be my second to last devlog on this project, tomorrow planning to finish and ship it. Of course I will continue to update it in the future, but the site is almost done, only with some new features on this astrophotography tab to add and to finish the READme. If you have any suggestions please let me know in the comments, it would mean a lot to me. Byee!
My 5th Stardance devlog (9.08.2026). Ok, this was actually the last devlog on this personal site. Of course, many more things could and will be added in the future, but for the present I really like how it came out. Basically today I added more photos onto the astrophotography tab for you to watch :). I also added a photos tab and will also maybe document my chess journey on this site (yes, I love chess too). I also deployed my files into the repo (because somehow I forgot to link vs code to github when I created the project (at least the commits are still visible). If you have time please visit my website and comment here what you would rate it out of 5 stars, it would be nice to know. Thank you for reading and cya on the next project!
Ships:
Hi! I created my own site. Getting the layout perfectly responsive without using any external frameworks was really tricky, especially making sure the css grid for the photo gallery didn’t overlap on smaller screens (at least I managed to overcome the challenges :) ). I am very proud of my astrophotography tab and I can’t forget the ANIMATED COMETS which are just so cool! I remember spending like 1h for finding a good tutorial on how to make them, but here they are. The website is fully deployed using github pages, so no installation is required, just click the link that redirects to the website. I would love for you to try it!...
|
1793562884.6370473
|
1793649284.6370473
|
|
44249
|
Neural Network Lab by @rw98651 | Stardance
|
rw98651
|
1
|
26.29
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T02:58:11Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! NNLab is a Blockly-based neural network engine. The goal is to let you build your own neural network models and learn through experimentation and curiosity, along with building actual neural networks.", "repo": "https://github.com/RA86-dev/Project_NN_Lab", "demo": "https://ra86-dev.github.io/project_NN_Lab/"}]...
|
[{"post_id": 45564, "ts": "202 [{"post_id": 45564, "ts": "2026-08-12T04:25:49Z", "hours": 3.8917, "text": "Devlog #7 : Hello! I added a bunch of visual fields in the blocks, such as a dimension size thing - that shows the sizes of the dimensions (they all need to somehow match! using flatten is easiest). There is stuff underneath the run button - which includes the inference, etc."}, {"post_id": 44131, "ts": "2026-08-09T18:12:12Z", "hours": 3.0219, "text": "Devlog #6 : I added set seed as a extension. This took forever, because for some reason Tensorflow.js does not have the set_seed feature built in (unlike Python). Other than that, I fixed a couple bugs."}, {"post_id": 43539, "ts": "2026-08-08T21:24:24Z", "hours": 1.3778, "text": "Devlog #5 : The website is really really slow when trying to run the models, so I swapped to Web Workers to handle the actual code execution (in the browser still) so it wouldn’t lag down the frontend of the website. I also added two more blocks: Separable Convolutional Network and Permute Layer. Seperable has higher inference speeds (and is used in stuff like MobileNet - a lightweight, mobile computer vision models). Permute modifies the axes of a dataset without actually changing the values of the data."}, {"post_id": 43023, "ts": "2026-08-08T02:12:32Z", "hours": 3.4861, "text": "Devlog 4 : I added support for XOR datasets, and fixed a lot of bugs, along with rewriting some of the code to be easier to use and quicker to use. I also cleaned up the toolbox."}, {"post_id": 42357, "ts": "2026-08-07T01:11:47Z", "hours": 2.5122, "text": "Devlog #3 : I built up a second page for the saved projects and deletion, and modified the README file for the definitions of some words."}, {"post_id": 41679, "ts": "2026-08-06T01:36:31Z", "hours": 3.7372, "text": "Devlog #2 : Hello! I’ve added a ton of new features into the software. Right now, I’ve added Conv2d Layers, Activation Layers, Dropout Layers, LSTM Layers,Max Pooling Layers, Multi-head attention ( still a W.I.P ), Embedding Layers for text, Batch/Layer Normalization, ability to choose custom loss functions, more activation types ,math expressions for math dataset, JSON/JSONL-dataset support, RNNs, a vocabulary list of all the fancy words, custom inference options for raw-inference, and a default template (seen in the image below)."}, {"post_id": 41395, "ts": "2026-08-05T16:12:36Z", "hours": 7.9561, "text": "Devlog 1 : Hello! I’ve built out what I was thinking for the design of this project. It uses blockly for the scratch style engine, and a custom compiler in the background to convert it to actual code. I’m planning to add more types of data, like the ability to import custom data for the model training, and in the future, more types of layers."}]...
|
Title: Neural Network Lab by @rw98651 | Stardance
Title: Neural Network Lab by @rw98651 | Stardance
Devlogs:
Devlog 1 : Hello! I’ve built out what I was thinking for the design of this project. It uses blockly for the scratch style engine, and a custom compiler in the background to convert it to actual code. I’m planning to add more types of data, like the ability to import custom data for the model training, and in the future, more types of layers.
Devlog #2 : Hello! I’ve added a ton of new features into the software. Right now, I’ve added Conv2d Layers, Activation Layers, Dropout Layers, LSTM Layers,Max Pooling Layers, Multi-head attention ( still a W.I.P ), Embedding Layers for text, Batch/Layer Normalization, ability to choose custom loss functions, more activation types ,math expressions for math dataset, JSON/JSONL-dataset support, RNNs, a vocabulary list of all the fancy words, custom inference options for raw-inference, and a default template (seen in the image below).
Devlog #3 : I built up a second page for the saved projects and deletion, and modified the README file for the definitions of some words.
Devlog 4 : I added support for XOR datasets, and fixed a lot of bugs, along with rewriting some of the code to be easier to use and quicker to use. I also cleaned up the toolbox.
Devlog #5 : The website is really really slow when trying to run the models, so I swapped to Web Workers to handle the actual code execution (in the browser still) so it wouldn’t lag down the frontend of the website. I also added two more blocks: Separable Convolutional Network and Permute Layer. Seperable has higher inference speeds (and is used in stuff like MobileNet - a lightweight, mobile computer vision models). Permute modifies the axes of a dataset without actually changing the values of the data.
Devlog #6 : I added set seed as a extension. This took forever, because for some reason Tensorflow.js does not have the set_seed feature built in (unlike Python). Other than that, I fixed a couple bugs.
Devlog #7 : Hello! I added a bunch of visual fields in the blocks, such as a dimension size thing - that shows the sizes of the dimensions (they all need to somehow match! using flatten is easiest). There is stuff underneath the run button - which includes the inference, etc.
Ships:
Hello! NNLab is a Blockly-based neural network engine. The goal is to let you build your own neural network models and learn through experimentation and curiosity, along with building actual neural networks....
|
1793447676.3453817
|
1793534076.3453817
|
|
44254
|
Image to PDF converter by @Jhenil | Stardance
|
Jhenil
|
1
|
3.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T01:15:19Z", "hours": 3.0, "multiplier": 2.29, "payout": 7, "blessing": "neutral", "text": "I have made a simple to use image to pdf converter. This tool is very useful as it just takes supported image type then scales and centers them on the page of the pdf and gives it to use. I have made it so that the user can choose what they want to name the pdf within the app. You can also choose where you want to save the pdf that you have created. I have used Python and Tkinter to make this app. I also used a YouTube tutorial to make it and understand it. I hope everyone founds this useful. Thank you for testing!", "repo": "https://github.com/JP-code33/ImageToPDF", "demo": "https://github.com/JP-code33/ImageToPDF/releases/tag/v1.0.0"}]...
|
[{"post_id": 41656, "ts": "202 [{"post_id": 41656, "ts": "2026-08-06T00:45:30Z", "hours": 1.3625, "text": "Devlog - 4 I have finished the app. I know it took me way longer. I was adding a bit of things like I added you can’t click the convert button if there is no image(s) selected. I added warnings and errors which might cause the conversion to fail. I added a success message where when the file is converted and then it shows where it has been saved. I have made it to an exe file which makes it easier to use the app. The main time I spent was in debugging like when I turned into an app it gave me error saying the app required strings and not objects and that took me a while to figure out but at the end I did."}, {"post_id": 41520, "ts": "2026-08-05T19:38:57Z", "hours": 1.0117, "text": "Devlog - 3 I have completed the UI of the app. I have improved it while keeping it simple to use. You can see the UI in the picture below. I have also added so that the user can choose where they want their pdf to be. Before it just saved it right next to the app file. You can see that also in the picture. I will be brainstorming more ideas what I can actually add more to this app to make it even more useful."}, {"post_id": 41442, "ts": "2026-08-05T17:34:26Z", "hours": 0.485, "text": "Devlog - 2 I have initialized the buttons and now I will be working on actually making the software select the images from the computer and use it in the software to actually convert it to a pdf. I will keep it posted. The basic version of the app is about to be done but I am thinking to add more things to it. Let’s see how it turns out!"}, {"post_id": 41426, "ts": "2026-08-05T16:53:14Z", "hours": 0.395, "text": "Devlog - 1 Starting a new project and this one is like most of the people can use it. It is a image to pdf converter. I have been using many third party apps to do this but now I think I will make my own. I am using Python & Tkinter to make this converter. I have gotten the basic layout of the app down."}]...
|
Title: Image to PDF converter by @Jhenil | Stardan Title: Image to PDF converter by @Jhenil | Stardance
Devlogs:
Devlog - 1 Starting a new project and this one is like most of the people can use it. It is a image to pdf converter. I have been using many third party apps to do this but now I think I will make my own. I am using Python & Tkinter to make this converter. I have gotten the basic layout of the app down.
Devlog - 2 I have initialized the buttons and now I will be working on actually making the software select the images from the computer and use it in the software to actually convert it to a pdf. I will keep it posted. The basic version of the app is about to be done but I am thinking to add more things to it. Let’s see how it turns out!
Devlog - 3 I have completed the UI of the app. I have improved it while keeping it simple to use. You can see the UI in the picture below. I have also added so that the user can choose where they want their pdf to be. Before it just saved it right next to the app file. You can see that also in the picture. I will be brainstorming more ideas what I can actually add more to this app to make it even more useful.
Devlog - 4 I have finished the app. I know it took me way longer. I was adding a bit of things like I added you can’t click the convert button if there is no image(s) selected. I added warnings and errors which might cause the conversion to fail. I added a success message where when the file is converted and then it shows where it has been saved. I have made it to an exe file which makes it easier to use the app. The main time I spent was in debugging like when I turned into an app it gave me error saying the app required strings and not objects and that took me a while to figure out but at the end I did.
Ships:
I have made a simple to use image to pdf converter. This tool is very useful as it just takes supported image type then scales and centers them on the page of the pdf and gives it to use. I have made it so that the user can choose what they want to name the pdf within the app. You can also choose where you want to save the pdf that you have created. I have used Python and Tkinter to make this app. I also used a YouTube tutorial to make it and understand it. I hope everyone founds this useful. Thank you for testing!...
|
1793458296.379239
|
1793544696.379239
|
|
44257
|
Tanish Portfolio by @Tanish_ | Stardance
|
Tanish_
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T16:28:39Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my personal portfolio I made and I wont say its completed cuz in the Hardware projects section the projects are still remaining to add but other than that evrything is working great. Also this is my 1st project in wich i used JS like i was learning JS while making it so I added JS in this project as well which was frustrating cuz obviously i was learning. And if u visit pleassss messgg me from the “contatc me” page i waould realllyy appriciate so if u vist pls send a msgg.", "repo": "https://github.com/shahtanish-bit/Portfolio", "demo": "https://codedbytanish.com/"}]...
|
[{"post_id": 41405, "ts": "202 [{"post_id": 41405, "ts": "2026-08-05T16:23:10Z", "hours": 0.3689, "text": "i had already made this project for Horizons, but then i made some ui changes and now i am submitting it here on Stardance. there as SS attached for u to have a look of my website if u visit it pls send me a msg i would really appreciate it."}]...
|
Title: Tanish Portfolio by @Tanish_ | Stardance
D Title: Tanish Portfolio by @Tanish_ | Stardance
Devlogs:
i had already made this project for Horizons, but then i made some ui changes and now i am submitting it here on Stardance. there as SS attached for u to have a look of my website if u visit it pls send me a msg i would really appreciate it.
Ships:
this is my personal portfolio I made and I wont say its completed cuz in the Hardware projects section the projects are still remaining to add but other than that evrything is working great. Also this is my 1st project in wich i used JS like i was learning JS while making it so I added JS in this project as well which was frustrating cuz obviously i was learning. And if u visit pleassss messgg me from the “contatc me” page i waould realllyy appriciate so if u vist pls send a msgg....
|
1793458309.5289655
|
1793544709.5289655
|
|
44258
|
google-terminal-web by @Leon | Stardance
|
Leon
|
1
|
3.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T12:36:21Z", "hours": 3.0, "multiplier": 1.89, "payout": 6, "blessing": "neutral", "text": "Soooo this project exists bc I wanted to make a website for my other project! google-terminal….(my first go project) Annddd i wanted to code smth ai less…and in next! Bc i have not done any of both in a while! Yea! I never really learned tailwind css before, so i really enjoyed actually understanding what the hell copilot did in my last projects!", "repo": "https://github.com/Leonhoch5/google-terminal-web", "demo": "https://google-terminal.qoig.dev"}]...
|
[{"post_id": 45727, "ts": "202 [{"post_id": 45727, "ts": "2026-08-12T12:24:13Z", "hours": 1.7094, "text": "first final version? i added a small orphie in the blank spaceee and the controlls just like in any tui! Another addon is the functionality of the links and working controls! yup…thats it! (sorry for undetailed storytelling)"}, {"post_id": 41399, "ts": "2026-08-05T16:21:46Z", "hours": 1.4761, "text": "First mog version of the site… at the end it should not work like the app…just advertise it…(its my first ai less project in ages so…need to get back at it) later on one should be able to navigate like in the actual tui"}]...
|
Title: google-terminal-web by @Leon | Stardance
D Title: google-terminal-web by @Leon | Stardance
Devlogs:
First mog version of the site… at the end it should not work like the app…just advertise it…(its my first ai less project in ages so…need to get back at it) later on one should be able to navigate like in the actual tui
first final version? i added a small orphie in the blank spaceee and the controlls just like in any tui! Another addon is the functionality of the links and working controls! yup…thats it! (sorry for undetailed storytelling)
Ships:
Soooo this project exists bc I wanted to make a website for my other project! google-terminal….(my first go project) Annddd i wanted to code smth ai less…and in next! Bc i have not done any of both in a while! Yea! I never really learned tailwind css before, so i really enjoyed actually understanding what the hell copilot did in my last projects!...
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1793325221.264438
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1793411621.264438
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44259
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FormulaOS by @nathaniel_shou | Stardance
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nathaniel_shou
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T01:37:48Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my own operating system that works on the web called FormulaOS. It is themed and named after Formula 1, my favorite sport. It has live championship standings, as well as the next racetrack. You can make an account, but you should just enter as a guest to try it. This was my first ever OS, so please forgive me if there are any bugs!", "repo": "https://github.com/MrDragon0011/FormulaOS", "demo": "https://formula-os.netlify.app/"}]...
|
[{"post_id": 83488, "ts": "202 [{"post_id": 83488, "ts": "2026-10-28T01:34:43Z", "hours": 1.8097, "text": "Devlog 7 -Fixed various bugs before shipping"}, {"post_id": 44193, "ts": "2026-08-09T20:01:16Z", "hours": 2.4336, "text": "Devlog #6 Live Timing App Race weather reactive wallpaper Live championship standings Spotlight driver lookup Boot screen shows race country colors Race countdown Toast notifications"}, {"post_id": 42737, "ts": "2026-08-07T16:31:15Z", "hours": 0.3878, "text": "Devlog #5 Added brower using Marginalia Search"}, {"post_id": 42245, "ts": "2026-08-06T21:18:18Z", "hours": 0.8122, "text": "Devlog #4 Added Google OAuth"}, {"post_id": 41984, "ts": "2026-08-06T14:59:11Z", "hours": 0.3961, "text": "Devlog #3 Fixed account creation bug"}, {"post_id": 41765, "ts": "2026-08-06T04:57:04Z", "hours": 1.8286, "text": "Devlog #2 Added login Connected Supabase Added team preference feature"}, {"post_id": 41553, "ts": "2026-08-05T20:45:38Z", "hours": 1.4231, "text": "Added sunset background -Added a low poly sunset as the background -I hope to add a change background feature"}]...
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Title: FormulaOS by @nathaniel_shou | Stardance
D Title: FormulaOS by @nathaniel_shou | Stardance
Devlogs:
Added sunset background -Added a low poly sunset as the background -I hope to add a change background feature
Devlog #2 Added login Connected Supabase Added team preference feature
Devlog #3 Fixed account creation bug
Devlog #4 Added Google OAuth
Devlog #5 Added brower using Marginalia Search
Devlog #6 Live Timing App Race weather reactive wallpaper Live championship standings Spotlight driver lookup Boot screen shows race country colors Race countdown Toast notifications
Devlog 7 -Fixed various bugs before shipping
Ships:
This is my own operating system that works on the web called FormulaOS. It is themed and named after Formula 1, my favorite sport. It has live championship standings, as well as the next racetrack. You can make an account, but you should just enter as a guest to try it. This was my first ever OS, so please forgive me if there are any bugs!...
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1793487036.7776704
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1793573436.7776704
|
|
44263
|
FootyHub by @LilSaadt | Stardance
|
LilSaadt
|
1
|
2.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T20:35:26Z", "hours": 2.0, "multiplier": 3.78, "payout": 9, "blessing": "neutral", "text": "This is FootyHub, a small tool, with future updates planned. Currently, it allows you to look and find you favorite club out of the top 5 leagues using a free API. Than gives you a decent amount of information you may have not known.", "repo": "https://github.com/FrenchV/FootyHub", "demo": "https://footy-hub-git-main-saads-projects-2f496f6f.vercel.app/"}]...
|
[{"post_id": 49739, "ts": "202 [{"post_id": 49739, "ts": "2026-08-18T17:38:09Z", "hours": 1.5678, "text": "SOME BIG POTATOES TACKLED! Devlog #3 What was added: Last time I did mention big progress, but this time I came with receipts! Now we finally have the intro screen completly done, with top 5 leagues, and all included clubs The dashboard basics have already started aswell, meaning its only 1 devlog away from being complete Issues I encountered: None really, just hard work to get the project this far Been pretty good ever since THANKS FOR LISTENING, SEE YOU GUYS LATER!!"}, {"post_id": 47021, "ts": "2026-08-14T16:44:59Z", "hours": 0.3836, "text": "IM BACK, IM BACK (Uzbekistan reference)! Devlog #2 So umm despite there being no screenshots DONT WORRY WE MADE BIG PROGRESS We settled on the colour pallete for this webapp WE also made multi league selection and a whole new selection of teams thanks to the api switch in the last devlog Issues I encountered: The api was definetly not for beginners and was quite hard to work with but after a while we made it happen😭 Idk been pretty good ever since THANKS FOR LISTENING, SEE YOU GUYS LATER!!"}, {"post_id": 41443, "ts": "2026-08-05T17:35:03Z", "hours": 0.3142, "text": "WELCOME TO FOOTYHUB!! Devlog #1 Its the first devlog ofcourse so just setting up using the guide was the main goal Also made the bare bones for the first page to select your favourite club, I will make it simple yet effective. Issue I encountered: Man the fudging API key didnt want to work so I had to choose a completely different API key, which hakatime didnt like and didnt count a minute towards the project😭😭 After a lot of technical difficulties we FINALLY made it work See you guys in the next one."}]...
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Title: FootyHub by @LilSaadt | Stardance
Devlogs: Title: FootyHub by @LilSaadt | Stardance
Devlogs:
WELCOME TO FOOTYHUB!! Devlog #1 Its the first devlog ofcourse so just setting up using the guide was the main goal Also made the bare bones for the first page to select your favourite club, I will make it simple yet effective. Issue I encountered: Man the fudging API key didnt want to work so I had to choose a completely different API key, which hakatime didnt like and didnt count a minute towards the project😭😭 After a lot of technical difficulties we FINALLY made it work See you guys in the next one.
IM BACK, IM BACK (Uzbekistan reference)! Devlog #2 So umm despite there being no screenshots DONT WORRY WE MADE BIG PROGRESS We settled on the colour pallete for this webapp WE also made multi league selection and a whole new selection of teams thanks to the api switch in the last devlog Issues I encountered: The api was definetly not for beginners and was quite hard to work with but after a while we made it happen😭 Idk been pretty good ever since THANKS FOR LISTENING, SEE YOU GUYS LATER!!
SOME BIG POTATOES TACKLED! Devlog #3 What was added: Last time I did mention big progress, but this time I came with receipts! Now we finally have the intro screen completly done, with top 5 leagues, and all included clubs The dashboard basics have already started aswell, meaning its only 1 devlog away from being complete Issues I encountered: None really, just hard work to get the project this far Been pretty good ever since THANKS FOR LISTENING, SEE YOU GUYS LATER!!
Ships:
This is FootyHub, a small tool, with future updates planned. Currently, it allows you to look and find you favorite club out of the top 5 leagues using a free API. Than gives you a decent amount of information you may have not known....
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1793523342.0222716
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1793609742.0222716
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44265
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gaybar-friday Bluesky Bot by @Malingen | Stardance
|
Malingen
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T19:28:47Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a Bluesky bot that posts the AMV “Lain at the Gay Bar” every Friday. I’m currently saving up to buy a server where I can self-host the bot, so for now, you can see the github page as well as the account page as a proof of concept", "repo": "https://github.com/lule345/gaybarFridayBsky", "demo": "https://bsky.app/profile/laingaybar.malingen.xyz"}]...
|
[{"post_id": 41482, "ts": "202 [{"post_id": 41482, "ts": "2026-08-05T18:32:29Z", "hours": 1.04, "text": "Successful post!; I wanted to try and export it into a docker file, but handling the secret keys during building is a pain to do, so I decided to let the user create their own .env file and self-host"}, {"post_id": 41415, "ts": "2026-08-05T16:38:34Z", "hours": 0.2569, "text": "After smashing my head in the day before this post, I have decided to self host the bot instead of putting up with the pains of using Cloudflare workers"}]...
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Title: gaybar-friday Bluesky Bot by @Malingen | St Title: gaybar-friday Bluesky Bot by @Malingen | Stardance
Devlogs:
After smashing my head in the day before this post, I have decided to self host the bot instead of putting up with the pains of using Cloudflare workers
Successful post!; I wanted to try and export it into a docker file, but handling the secret keys during building is a pain to do, so I decided to let the user create their own .env file and self-host
Ships:
I created a Bluesky bot that posts the AMV “Lain at the Gay Bar” every Friday. I’m currently saving up to buy a server where I can self-host the bot, so for now, you can see the github page as well as the account page as a proof of concept...
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1793458313.372442
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1793544713.372442
|
|
44281
|
Meme- generator by @miracyedier | Stardance
|
miracyedier
|
1
|
1.53
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T19:30:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an slack Bot that responses to the slack’s commands and gives random memes from reddit which I broke the api", "repo": "https://github.com/turkishguy404/My-Slack-Bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 42608, "ts": "202 [{"post_id": 42608, "ts": "2026-08-07T12:56:39Z", "hours": 0.5286, "text": "Fixed the api :P"}, {"post_id": 42156, "ts": "2026-08-06T19:19:07Z", "hours": 0.5783, "text": "THE-CHEESE-WİZARD İS COMİNG FOR THE CHEESE!"}]...
|
Title: Meme- generator by @miracyedier | Stardance Title: Meme- generator by @miracyedier | Stardance
Devlogs:
THE-CHEESE-WİZARD İS COMİNG FOR THE CHEESE!
Fixed the api :P
Ships:
I made an slack Bot that responses to the slack’s commands and gives random memes from reddit which I broke the api...
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1792875226.179484
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1793739226.179484
|
|
44282
|
Comment Box Generator by @nouxinf | Stardance
|
nouxinf
|
1
|
11.0
|
51
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:36:16Z", "hours": 11.0, "multiplier": 4.68, "payout": 51, "blessing": "neutral", "text": "I made Comment Box Generator, which is a simple website that lets you make ASCII/Unicode comment boxes. For example: # ██████████████████████████████████████ # █ EXAMPLE █ # ██████████████████████████████████████ (these kinds of comments look centred when using a monospace font, which most code editors do) It has several customisation features, like: Changing the text (obviously) Changing what language its for Changing the minimum width (it automatically widens if the minimum width is less than the text length) Deciding whether the comment should be multiline or not ( i.e. whether to use // or /* */ What box symbol to use out of 9 Dark mode/light mode/detect from system settings Other features include: Links to Github and this Hack Club Stardance project page An info dialog, with attribution to Font Awesome for their icons You can check it out easily at https://commentboxgenerator.lemonsite.uk/ You can also self host it by cloning the github repo and running bun install , then bun run deploy . There is also a script, vps.sh , which is made for running it 24/7 on a linux server. It kills whatever process is on the same port (3054) and deploys the site, with logs at ~/logs/cbg.log . You don’t need to worry about that though if you are just checking the site out.", "repo": "https://github.com/nouxinf/comment-box-generator", "demo": "https://commentboxgenerator.lemonsite.uk/"}]...
|
[{"post_id": 49793, "ts": "202 [{"post_id": 49793, "ts": "2026-08-18T18:48:17Z", "hours": 3.6883, "text": "Devlog #4 of Comment Box Generator Comment Box Generator is a super lightweight site for making unicode boxes to put in comments in your code that are centred, for example: # ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ # ▓ EXAMPLE ▓ # ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ (which looks centred if you are using a monospace font) This is probably the last devlog for this project, meaning all these changes are finishing touches. For example: Loads more box options - there are now 9 of them Started using Liberation Mono to make appearance consistent between OSs instead of relying on the default monospace font Some SEO: Meta tags have been added to the HTML and I put the site on Google Search Console so hopefully soon people will find this site naturally Simple favicon A copy button to the output plus wrapping it in a container A proper README + CONTRIBUTING.md A dialog fade/zoom in and out animation. Cross-browser quirks are INSANELY annoying, took 19 Qwen prompts to sort that one out Will be shipping it soon!"}, {"post_id": 47131, "ts": "2026-08-14T20:04:58Z", "hours": 3.8247, "text": "Devlog #3 of Comment Box Generator Comment Box Generator is a super lightweight site for making unicode boxes to put in comments in your code that are centred, for example: /* ╔════════════════════════════════════╗ ║ EXAMPLE ║ ╚════════════════════════════════════╝ */ (trust me this looks normal in a code editor) It’s made with Bun on the backend, so it builds and hosts fast. When distributed, it loads super fast as it’s only 50KB minified. This is done by removing all whitespace in HTML, CSS and JS and removing unnecessary glyphs in the one font that’s bundled, Stack Sans. Things that have been added since the previous devlog: Unicode box symbols: this is far more reliable than using just one character like = because there are far fewer of those that work with centred box comments. Now you define eight characters for each box preset, for each side and corner. Proper CSS! and Dark mode with that too. Minifying fonts in the Bun build script Forcing multiline for languages like HTML where there are no single line comments Removed RobotoMono and instead used the browser’s default monospace font as that was causing issues with the unicode box approach Colour scheme options and Github, Hack Club Stardance links and an info dialog in the top right Things yet to come: A proper README More box options SEO (I want people to organically find this site after all) A favicon A copy button for the output, plus generally styling that up"}, {"post_id": 44764, "ts": "2026-08-10T19:17:19Z", "hours": 2.7125, "text": "Devlog #2 of Comment Box Generator Comment Box Generator is a small site that lets you generate comment boxes with text inside for various programming languages: # ====================================== # = like so = # ====================================== (which is centred when you are using a monospace font) In this devlog I’ve rewritten the “backend” in Bun so in package.json there are several scripts for various purposes: Build: just bun run build.js which minifies whats in src/ and puts it out to dist/ Deploy: Builds and hosts the project VPS: This runs vps.sh which is primarily just meant for me to run on my VPS (hosted at https://commentboxgenerator.lemonsite.uk/ ). It kills whatever process is on the port used by CBG (always 3054), builds the project and deploys. It uses nohup to log to a file and to run in the background. It then restarts nginx. Dev: This just runs a development server: unminified and with hot reload straight from src/ On the frontend I’ve added the option to use different languages’ comment syntax, to use single line or multiline comments, and to change what symbol is used for the box. Things that are coming soon: Styling (as you can tell not much attention has been paid to that yet) Forcing multiline for languages that don’t support single line comments like HTML"}, {"post_id": 41512, "ts": "2026-08-05T19:24:57Z", "hours": 0.6942, "text": "Was trying to write one of those centred box comments in one of my projects, like: # ====================================== # = HELPER FUNCTIONS = # ====================================== (which is centred in monospace font) But I couldn’t find any tool online that could centre a box comment online, so I’m making one myself. Here’s just a minimal prototype for Python, but I will be updating and making it look nicer; and most importantly adding new features like other language support and custom box characters."}]...
|
Title: Comment Box Generator by @nouxinf | Stardan Title: Comment Box Generator by @nouxinf | Stardance
Devlogs:
Was trying to write one of those centred box comments in one of my projects, like: # ====================================== # = HELPER FUNCTIONS = # ====================================== (which is centred in monospace font) But I couldn’t find any tool online that could centre a box comment online, so I’m making one myself. Here’s just a minimal prototype for Python, but I will be updating and making it look nicer; and most importantly adding new features like other language support and custom box characters.
Devlog #2 of Comment Box Generator Comment Box Generator is a small site that lets you generate comment boxes with text inside for various programming languages: # ====================================== # = like so = # ====================================== (which is centred when you are using a monospace font) In this devlog I’ve rewritten the “backend” in Bun so in package.json there are several scripts for various purposes: Build: just bun run build.js which minifies whats in src/ and puts it out to dist/ Deploy: Builds and hosts the project VPS: This runs vps.sh which is primarily just meant for me to run on my VPS (hosted at https://commentboxgenerator.lemonsite.uk/ ). It kills whatever process is on the port used by CBG (always 3054), builds the project and deploys. It uses nohup to log to a file and to run in the background. It then restarts nginx. Dev: This just runs a development server: unminified and with hot reload straight from src/ On the frontend I’ve added the option to use different languages’ comment syntax, to use single line or multiline comments, and to change what symbol is used for the box. Things that are coming soon: Styling (as you can tell not much attention has been paid to that yet) Forcing multiline for languages that don’t support single line comments like HTML
Devlog #3 of Comment Box Generator Comment Box Generator is a super lightweight site for making unicode boxes to put in comments in your code that are centred, for example: /* ╔════════════════════════════════════╗ ║ EXAMPLE ║ ╚════════════════════════════════════╝ */ (trust me this looks normal in a code editor) It’s made with Bun on the backend, so it builds and hosts fast. When distributed, it loads super fast as it’s only 50KB minified. This is done by removing all whitespace in HTML, CSS and JS and removing unnecessary glyphs in the one font that’s bundled, Stack Sans. Things that have been added since the previous devlog: Unicode box symbols: this is far more reliable than using just one character like = because there are far fewer of those that work with centred box comments. Now you define eight characters for each box preset, for each side and corner. Proper CSS! and Dark mode with that too. Minifying fonts in the Bun build script Forcing multiline for languages like HTML where there are no single line comments Removed RobotoMono and instead used the browser’s default monospace font as that was causing issues with the unicode box approach Colour scheme options and Github, Hack Club Stardance links and an info dialog in the top right Things yet to come: A proper README More box options SEO (I want people to organically find this site after all) A favicon A copy button for the output, plus generally styling that up
Devlog #4 of Comment Box Generator Comment Box Generator is a super lightweight site for making unicode boxes to put in comments in your code that are centred, for example: # ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ # ▓ EXAMPLE ▓ # ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ (which looks centred if you are using a monospace font) This is probably the last devlog for this project, meaning all these changes are finishing touches. For example: Loads more box options - there are now 9 of them Started using Liberation Mono to make appearance consistent between OSs instead of relying on the default monospace font Some SEO: Meta tags have been added to the HTML and I put the site on Google Search Console so hopefully soon people will find this site naturally Simple favicon A copy button to the output plus wrapping it in a container A proper README + CONTRIBUTING.md A dialog fade/zoom in and out animation. Cross-browser quirks are INSANELY annoying, took 19 Qwen prompts to sort that one out Will be shipping it soon!
Ships:
I made Comment Box Generator, which is a simple website that lets you make ASCII/Unicode comment boxes. For example: # ██████████████████████████████████████ # █ EXAMPLE █ # ██████████████████████████████████████ (these kinds of comments look centred when using a monospace font, which most code editors do) It has several customisation features, like: Changing the text (obviously) Changing what language its for Changing the minimum width (it automatically widens if the minimum width is less than the text length) Deciding whether the comment should be multiline or not ( i.e. whether to use // or /* */ What box symbol to use out of 9 Dark mode/light mode/detect from system settings Other features include: Links to Github and this Hack Club Stardance project page An info dialog, with attribution to Font Awesome for their icons You can check it out easily at https://commentboxgenerator.lemonsite.uk/ You can also self host it by cloning the github repo and running bun install , then bun run deploy . There is also a script, vps.sh , which is made for running it 24/7 on a linux server. It kills whatever process is on the same port (3054) and deploys the site, with logs at ~/logs/cbg.log . You don’t need to worry about that though if you are just checking the site out....
|
1793523345.934888
|
1793609745.934888
|
|
44293
|
Frictionless by @vanshikagera | Stardance
|
vanshikagera
|
1
|
3.5
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T15:35:28Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made Deadline Decider , aka AM I COOKED? XD — a little web app for those moments when you look at your workload and have absolutely no idea if you’re actually going to finish it 😭. You put in how much work you have, how much you’ve already done, how much time you have left, how many hours you can work, and your usual speed. It then does the math for you and tells you how much you need to do per day/hour, how long you’d need at your current pace, and whether you’re fine, getting tight, in crunch time, or… yeah… cooked 💀. I also made it work with different units like pages, problems, chapters, words, etc. :) What was challenging? Honestly, getting the actual calculator logic right was probably the hardest part because there are SO many little things that can go wrong 😭. I had to think about things like what happens if someone enters zero, finishes more work than they started with, has basically no time left, or puts in unrealistic numbers. Then there was the whole process of making the UI actually feel good instead of looking like a random calculator from 2008 XD. Getting everything to build, deploy, and actually work on Vercel also gave me a few ✨character development✨ moments. What am I proud of? I’m probably most proud that I actually took a random “wait… what if I made a thing for this?” idea and turned it into a real, usable project :D. It’s not just a calculator that spits out numbers — it turns a vague “omg I have SO MUCH TO DO” into something you can actually understand and act on. I’m also really happy with how the UI turned out because I wanted it to feel fun and slightly unserious while still being something you’d genuinely use. Anddd seeing it actually live on the internet after all the debugging was definitely a moment 😭 :) What should people know so they can test my project? Please actually try to break it XD . Enter some normal numbers first, like 100 total, 20 completed, 5 days left, 4 hours/day, and a speed of 5 per hour, then hit Calculate my fate . Try different units, change the numbers around, and definitely try weird/invalid inputs too because I built validation for those. You can also hit Reset to start over. Basically, give it your most chaotic deadline situation and see whether you’re fine, getting tight, in crunch time, or completely cooked 💀.", "repo": "https://github.com/Vanshika-Gera/deadline-decider", "demo": "https://deadline-decider.vercel.app/?utm_source=chatgpt.com"}]...
|
[{"post_id": 71607, "ts": "202 [{"post_id": 71607, "ts": "2026-09-21T04:51:01Z", "hours": 0.5036, "text": "3 QOL IMPROVEMENTS Daily workload calculationIt takes the amount of work left and deadline and tells the student how much they need to complete per day.Hourly workload calculationIt converts that workload into how much they need to complete per hour, based on the hours they can work each day.Pace/feasibility verdictIt compares the student’s required pace with their estimated normal pace and tells them whether they’re fine, getting tight, in crunch time, or cooked."}, {"post_id": 70133, "ts": "2026-09-18T15:12:09Z", "hours": 1.0067, "text": "Built and polished Deadline Decider, a small web app that turns deadline panic into actual numbers.The idea came from a simple problem: when students have a lot of work left and not much time, “I have so much to do” isn’t very useful. I wanted a tool that could take the workload, time available, and working speed and immediately tell you what pace you’d actually need.HOPE YOU GUYS LIKE IT :0"}, {"post_id": 69190, "ts": "2026-09-16T15:49:27Z", "hours": 0.3575, "text": "added four possible responses you can get! (though there might be more if you try to find then ;)) trying to make the site more elaborate!"}, {"post_id": 68997, "ts": "2026-09-16T05:52:01Z", "hours": 0.5164, "text": "here’s the initial interface :) you can put your work and pace and find out how you can improve your pace accordingly! :)"}, {"post_id": 68562, "ts": "2026-09-15T10:12:22Z", "hours": 0.8522, "text": "AM I COOKED? 🍳Started building a little tool that takes your workload + deadline and tells you whether you’re actually going to finish or you’re cooked"}]...
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Title: Frictionless by @vanshikagera | Stardance
Title: Frictionless by @vanshikagera | Stardance
Devlogs:
AM I COOKED? 🍳Started building a little tool that takes your workload + deadline and tells you whether you’re actually going to finish or you’re cooked
here’s the initial interface :) you can put your work and pace and find out how you can improve your pace accordingly! :)
added four possible responses you can get! (though there might be more if you try to find then ;)) trying to make the site more elaborate!
Built and polished Deadline Decider, a small web app that turns deadline panic into actual numbers.The idea came from a simple problem: when students have a lot of work left and not much time, “I have so much to do” isn’t very useful. I wanted a tool that could take the workload, time available, and working speed and immediately tell you what pace you’d actually need.HOPE YOU GUYS LIKE IT :0
3 QOL IMPROVEMENTS Daily workload calculationIt takes the amount of work left and deadline and tells the student how much they need to complete per day.Hourly workload calculationIt converts that workload into how much they need to complete per hour, based on the hours they can work each day.Pace/feasibility verdictIt compares the student’s required pace with their estimated normal pace and tells them whether they’re fine, getting tight, in crunch time, or cooked.
Ships:
What did I make? I made Deadline Decider , aka AM I COOKED? XD — a little web app for those moments when you look at your workload and have absolutely no idea if you’re actually going to finish it 😭. You put in how much work you have, how much you’ve already done, how much time you have left, how many hours you can work, and your usual speed. It then does the math for you and tells you how much you need to do per day/hour, how long you’d need at your current pace, and whether you’re fine, getting tight, in crunch time, or… yeah… cooked 💀. I also made it work with different units like pages, problems, chapters, words, etc. :) What was challenging? Honestly, getting the actual calculator logic right was probably the hardest part because there are SO many little things that can go wrong 😭. I had to think about things like what happens if someone enters zero, finishes more work than they started with, has basically no time left, or puts in unrealistic numbers. Then there was the whole process of making the UI actually feel good instead of looking like a random calculator from 2008 XD. Getting everything to build, deploy, and actually work on Vercel also gave me a few ✨character development✨ moments. What am I proud of? I’m probably most proud that I actually took a random “wait… what if I made a thing for this?” idea and turned it into a real, usable project :D. It’s not just a calculator that spits out numbers — it turns a vague “omg I have SO MUCH TO DO” into something you can actually understand and act on. I’m also really happy with how the UI turned out because I wanted it to feel fun and slightly unserious while still being something you’d genuinely use. Anddd seeing it actually live on the internet after all the debugging was definitely a moment 😭 :) What should people know so they can test my project? Please actually try to break it XD . Enter some normal numbers first, like 100 total, 20 completed, 5 days left, 4 hours/day, and a speed of 5 per hour, then hit Calculate my fate . Try different units, change the numbers around, and definitely try weird/invalid inputs too because I built validation for those. You can also hit Reset to start over. Basically, give it your most chaotic deadline situation and see whether you’re fine, getting tight, in crunch time, or completely cooked 💀....
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1793339850.8845758
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1793426250.8845758
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44305
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poepoepipi by @poepoepipi | Stardance
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poepoepipi
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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": "2026-08-07T12:23:45Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal portfolio website with HTML, CSS and JavaScript. The biggest challenge was getting the layout and styling to look good while keeping it simple. I’m proud that I can use this as my main portfolio and keep adding my future projects to it. I also used AI for some feedback and suggestions while making it.", "repo": "https://github.com/poepoepipi/poepoepipi.github.io", "demo": "https://poepoepipi.github.io/"}]...
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[{"post_id": 42578, "ts": "202 [{"post_id": 42578, "ts": "2026-08-07T12:19:25Z", "hours": 2.2481, "text": "Made my portfolio website! It was pretty fun and I learned a lot. This wasn’t the first website I made (I also did the Web OS mission), but I’ll use this one as my main portfolio website. I’ll keep adding projects to it whenever I make new ones."}]...
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Title: poepoepipi by @poepoepipi | Stardance
Devl Title: poepoepipi by @poepoepipi | Stardance
Devlogs:
Made my portfolio website! It was pretty fun and I learned a lot. This wasn’t the first website I made (I also did the Web OS mission), but I’ll use this one as my main portfolio website. I’ll keep adding projects to it whenever I make new ones.
Ships:
I made a personal portfolio website with HTML, CSS and JavaScript. The biggest challenge was getting the layout and styling to look good while keeping it simple. I’m proud that I can use this as my main portfolio and keep adding my future projects to it. I also used AI for some feedback and suggestions while making it....
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1792882105.06851
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1793746105.06851
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44309
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SnowPad by @leonjohns | Stardance
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leonjohns
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T02:53:28Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a macropad named the snowpad, which consists of 12 keys, an OLED display and an RGB backlight. The challenging part of this project was definitely getting the measurement right the first time; I had to check the measurement of screws, switches and other components through many sources. I am proud to have gained valuable experience in KiCad and Fusion 360 while working on this project. After shipping this project, I plan to expand the firmware to support a built in timer.", "repo": "https://github.com/leonjohns-dev/SnowPad", "demo": ""}]...
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[{"post_id": 75436, "ts": "202 [{"post_id": 75436, "ts": "2026-09-30T02:44:18Z", "hours": 0.4161, "text": "Finished After week of waiting my parts came through and I have finished assembling it, it was a bit bad as my MCU that came with the kit stopped working half way through so I had to switch to another one but it turned out pretty cool."}, {"post_id": 45934, "ts": "2026-08-12T18:37:04Z", "hours": 1.0503, "text": "Entry #4 -I am finally done with the PCB and the CAD for the pad -I tried creating the code for the pad. I first tried using QMK, which proved really difficult since there is no keyboard layout that matches my board -Now I am switching to KMK, but KMK through the POG configurator requires a board with CircuitPython, which I currently don’t have"}, {"post_id": 45522, "ts": "2026-08-12T02:04:06Z", "hours": 10.9767, "text": "Entry #3 I have continued my work on the macro pad, in these hours I have redone the wiring for the pcb as I had not used the copper pour for gnd, now the wiring is not that messy I have also started on my case on fusion 360"}, {"post_id": 42356, "ts": "2026-08-07T01:11:30Z", "hours": 6.6561, "text": "Entry #2 I have finished the pcb"}, {"post_id": 41539, "ts": "2026-08-05T20:12:32Z", "hours": 1.4022, "text": "Entry #1 I have made the schematic for my hackpad. I have come to a setup with a 4 by 3 switch matrix, RGB light, OLED display and a rotary encoder. This setup uses the max GPIO available on the Xiao, now onto the PCB"}]...
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Title: SnowPad by @leonjohns | Stardance
Devlogs: Title: SnowPad by @leonjohns | Stardance
Devlogs:
Entry #1 I have made the schematic for my hackpad. I have come to a setup with a 4 by 3 switch matrix, RGB light, OLED display and a rotary encoder. This setup uses the max GPIO available on the Xiao, now onto the PCB
Entry #2 I have finished the pcb
Entry #3 I have continued my work on the macro pad, in these hours I have redone the wiring for the pcb as I had not used the copper pour for gnd, now the wiring is not that messy I have also started on my case on fusion 360
Entry #4 -I am finally done with the PCB and the CAD for the pad -I tried creating the code for the pad. I first tried using QMK, which proved really difficult since there is no keyboard layout that matches my board -Now I am switching to KMK, but KMK through the POG configurator requires a board with CircuitPython, which I currently don’t have
Finished After week of waiting my parts came through and I have finished assembling it, it was a bit bad as my MCU that came with the kit stopped working half way through so I had to switch to another one but it turned out pretty cool.
Ships:
I have made a macropad named the snowpad, which consists of 12 keys, an OLED display and an RGB backlight. The challenging part of this project was definitely getting the measurement right the first time; I had to check the measurement of screws, switches and other components through many sources. I am proud to have gained valuable experience in KiCad and Fusion 360 while working on this project. After shipping this project, I plan to expand the firmware to support a built in timer....
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1793339854.9513898
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1793426254.9513898
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44313
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Cube Matcher by @LCdev1234 | Stardance
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LCdev1234
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1
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60.0
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1031
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:19:21Z", "hours": 60.0, "multiplier": 17.28, "payout": 1031, "blessing": "neutral", "text": "This is Cube Matcher, a strategy puzzle game in wich you need to move a 3x3 cube to match a shown pattern, but the problem is that there are zombies climbing the walls that move toward you each time you take an action!! So you need to be careful about how many actions you take before having to knock them. The most challenging part of my project was making the 3D cube and the player interactions. This was becouse I decided to make the 3D system in my game from scratch, so I had to add projections, and deal with the cube coordinates of each point (that were a lot), and for the player interactions the most difficult part was knowing when the player and the cube needed to perform an interaction becouse I needed to add a fake movement (the animation) for the action not to see so quickly, so i needed to sync the animation with the real position. In the end the project turned out like I imagined from the beggining just changing some small concepts for the game to be fun and fair.", "repo": "https://github.com/LCdev1234/Cube-Matcher", "demo": "https://lcdev1234.itch.io/cube-matcher"}]...
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[{"post_id": 74659, "ts": "202 [{"post_id": 74659, "ts": "2026-09-27T21:44:20Z", "hours": 4.0744, "text": "Devlog #12: Final devlog Added a in-game tutorial and music and sounds. I finally finished making the game!! For the last modifications I added the tutorial of the game with the instructions and example videos to show how everything works. I also added background music and sound effects, it was difficult finding the ones that fit best my game, but I was able to find some really good ones."}, {"post_id": 74159, "ts": "2026-09-26T19:58:35Z", "hours": 2.6803, "text": "Devlog #11 Finished adding the menus to the game!!"}, {"post_id": 73837, "ts": "2026-09-26T03:59:13Z", "hours": 2.8544, "text": "Devlog #10 I added the zombies actual movement to the game, each times the player makes an action the zombies take a few steps. I also added the death screen and the “Play Again” button alredy works. While adding this, I changed a name of a git commit and it merged with the one i was currently working on - I tried to undo what I had done, but I coudnt fix it, I even through I was going to have to code the last parts of the game again, but I was able to fix it using the integrate Copilot AI integrated in VS code."}, {"post_id": 73753, "ts": "2026-09-25T21:11:48Z", "hours": 8.365, "text": "Devlog #9 Added the zombies to the game. The zombies werent so difficult to code. The only problems I had were some interactions with the player or cube. One of the things that took me the most time was making the zombies follow the player when they were on the top, it turned out that one of my lines of code to keep the zombies in their column when climbing, was the problem."}, {"post_id": 72434, "ts": "2026-09-22T22:58:16Z", "hours": 4.725, "text": "Devlog #8 I added the code to check if the upper face pattern of the cube matches the one shown, and I was finally able to tried solving it myself. When doing so I notice that it is a little hard (at least for me) to solve the cube, and adding zombies as I originally planned would not make a lot of sense, so i decided it to change the idea a little bit, instead of the zombies climbing the wall and stopping them and be able to fitgh them once they were on top (the original idea), I will add the zombies so they slowly move when the player slides or rotates the cube and once the zombie is on top the player is basicly dead."}, {"post_id": 70940, "ts": "2026-09-20T02:34:15Z", "hours": 3.9314, "text": "Devlog #7 Added the sliding stickers cube mechanic. The dificult part wasn’t making the stickers change place, it was the sticker movement animation, witch took took the most hours to code. This was becouse i needed to be show a false player and sticker movement while still having the real position variables and once the animation ended record the new position."}, {"post_id": 68940, "ts": "2026-09-16T02:39:43Z", "hours": 6.1658, "text": "Devlog #6 This time, I mostly just added some small changes and fixes, some of the more important changes are: I changed the player textures to a simple white square with eyes, this was just becouse I am not good drawing and making the animations was too dificult, to make the square a little more alive, I added some squishing to its animation using code I added some invisible walls around the player so it dont fall off the cube, but I made so when the rubik cube is rotating the player could fall if not careful I also made some small fixes to some problems I find along the way while making all of this changes"}, {"post_id": 63633, "ts": "2026-09-07T15:41:05Z", "hours": 9.5733, "text": "Devlog #5 I couldn’t advance as fast with the project because of school but now I was able to make the player be able to interact with the cube (rotating it), it was a little hard specially the parts before actually making the interactions that were upgrading the collision system, because before the collision system was only “not fall down past certain y level” which means it didn’t have to see anything with the cube, with the upgraded collisions now it depends on the cube and even when its rotated it can collide normally, also I changed a little bit the jumping so now it has a little cooldown so it can’t be spammed and for rotating the cube I made it so the player needs to jump twice in less than a certain time for it to rotate. I think that the rotation interaction already works well I will next add a solving system and maybe add a new interaction mechanic with the cube."}, {"post_id": 47221, "ts": "2026-08-15T00:12:05Z", "hours": 5.6078, "text": "Devlog #4 Hi there! I took a little more time on this part of the code mainly because I added something that broke the code, and i coudnt find the evil piece of code, but I finally got it working. I just added the player on top of the cube, added some pretty much basic physics that include jumping and walking. For the walking i made it so the controls always move where the camera is viewing not the actual game coordinates, it just means that the player walks forward, backward, and to the sides no matter how the cube is rotated. I also added basic collision system which I am in the process of upgrading, once I get the collisions working better I will desing the other player animations because right now is just a idle animation replaying no matter what. Those are the main features i added aside from fixing some bugs that my code had, next I will be adding some of the main mechanics of the game (rotating the cube) so that the player can start making some actions. Thanks for reading"}, {"post_id": 44366, "ts": "2026-08-10T02:28:58Z", "hours": 4.1247, "text": "Devlog #3 I alredy added the cube textures, and divided the cube into a 3x3 grid, I also added rubiks cube-style rotations and the different color textures. I decided to give the textures that hand painted style becouse I think it seems cool!!. This ended up being more time consuming than I expected, and still needs some work. For now the code just defines the starting colors and lets me rotate the different parts of the cube freely. However I still need to make the rotation permanent and to stored in the cube colors. With this I finally finished the basics of the cube, so I can alredy start working on the player next. The player will be able to interact with the cube so I can finally start working with the real game mechanics."}, {"post_id": 43476, "ts": "2026-08-08T19:23:15Z", "hours": 4.7336, "text": "Devlog #2 I was alredy able to add textures to the 3d cube!! It was more difficult that i expected, i needed to add texture layering so the faces dont overlap each other, and I had to learn how to use mesh2d to render the image texture in the cube. There is still a little visual problem, but its not ver noticible, so I’ll leave it as is for now. My next steps will be to add the Rubik cube rotations and the real and final textures for the cube."}, {"post_id": 42246, "ts": "2026-08-06T21:18:45Z", "hours": 2.7878, "text": "Devlog #1 Hello there! i finally managed to render a 3d cube for the game i just starting working on. I know its simple for now, but next i’ll add textures and the rubik’s cube movement. The game is basically about completing a cube face with a random generated pattern while some little monsters try to stop you… Its still work in progress, and i’ll show more as the idea becomes clearer and the game takes shape."}]...
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Title: Cube Matcher by @LCdev1234 | Stardance
Dev Title: Cube Matcher by @LCdev1234 | Stardance
Devlogs:
Devlog #1 Hello there! i finally managed to render a 3d cube for the game i just starting working on. I know its simple for now, but next i’ll add textures and the rubik’s cube movement. The game is basically about completing a cube face with a random generated pattern while some little monsters try to stop you… Its still work in progress, and i’ll show more as the idea becomes clearer and the game takes shape.
Devlog #2 I was alredy able to add textures to the 3d cube!! It was more difficult that i expected, i needed to add texture layering so the faces dont overlap each other, and I had to learn how to use mesh2d to render the image texture in the cube. There is still a little visual problem, but its not ver noticible, so I’ll leave it as is for now. My next steps will be to add the Rubik cube rotations and the real and final textures for the cube.
Devlog #3 I alredy added the cube textures, and divided the cube into a 3x3 grid, I also added rubiks cube-style rotations and the different color textures. I decided to give the textures that hand painted style becouse I think it seems cool!!. This ended up being more time consuming than I expected, and still needs some work. For now the code just defines the starting colors and lets me rotate the different parts of the cube freely. However I still need to make the rotation permanent and to stored in the cube colors. With this I finally finished the basics of the cube, so I can alredy start working on the player next. The player will be able to interact with the cube so I can finally start working with the real game mechanics.
Devlog #4 Hi there! I took a little more time on this part of the code mainly because I added something that broke the code, and i coudnt find the evil piece of code, but I finally got it working. I just added the player on top of the cube, added some pretty much basic physics that include jumping and walking. For the walking i made it so the controls always move where the camera is viewing not the actual game coordinates, it just means that the player walks forward, backward, and to the sides no matter how the cube is rotated. I also added basic collision system which I am in the process of upgrading, once I get the collisions working better I will desing the other player animations because right now is just a idle animation replaying no matter what. Those are the main features i added aside from fixing some bugs that my code had, next I will be adding some of the main mechanics of the game (rotating the cube) so that the player can start making some actions. Thanks for reading
Devlog #5 I couldn’t advance as fast with the project because of school but now I was able to make the player be able to interact with the cube (rotating it), it was a little hard specially the parts before actually making the interactions that were upgrading the collision system, because before the collision system was only “not fall down past certain y level” which means it didn’t have to see anything with the cube, with the upgraded collisions now it depends on the cube and even when its rotated it can collide normally, also I changed a little bit the jumping so now it has a little cooldown so it can’t be spammed and for rotating the cube I made it so the player needs to jump twice in less than a certain time for it to rotate. I think that the rotation interaction already works well I will next add a solving system and maybe add a new interaction mechanic with the cube.
Devlog #6 This time, I mostly just added some small changes and fixes, some of the more important changes are: I changed the player textures to a simple white square with eyes, this was just becouse I am not good drawing and making the animations was too dificult, to make the square a little more alive, I added some squishing to its animation using code I added some invisible walls around the player so it dont fall off the cube, but I made so when the rubik cube is rotating the player could fall if not careful I also made some small fixes to some problems I find along the way while making all of this changes
Devlog #7 Added the sliding stickers cube mechanic. The dificult part wasn’t making the stickers change place, it was the sticker movement animation, witch took took the most hours to code. This was becouse i needed to be show a false player and sticker movement while still having the real position variables and once the animation ended record the new position.
Devlog #8 I added the code to check if the upper face pattern of the cube matches the one shown, and I was finally able to tried solving it myself. When doing so I notice that it is a little hard (at least for me) to solve the cube, and adding zombies as I originally planned would not make a lot of sense, so i decided it to change the idea a little bit, instead of the zombies climbing the wall and stopping them and be able to fitgh them once they were on top (the original idea), I will add the zombies so they slowly move when the player slides or rotates the cube and once the zombie is on top the player is basicly dead.
Devlog #9 Added the zombies to the game. The zombies werent so difficult to code. The only problems I had were some interactions with the player or cube. One of the things that took me the most time was making the zombies follow the player when they were on the top, it turned out that one of my lines of code to keep the zombies in their column when climbing, was the problem.
Devlog #10 I added the zombies actual movement to the game, each times the player makes an action the zombies take a few steps. I also added the death screen and the “Play Again” button alredy works. While adding this, I changed a name of a git commit and it merged with the one i was currently working on - I tried to undo what I had done, but I coudnt fix it, I even through I was going to have to code the last parts of the game again, but I was able to fix it using the integrate Copilot AI integrated in VS code.
Devlog #11 Finished adding the menus to the game!!
Devlog #12: Final devlog Added a in-game tutorial and music and sounds. I finally finished making the game!! For the last modifications I added the tutorial of the game with the instructions and example videos to show how everything works. I also added background music and sound effects, it was difficult finding the ones that fit best my game, but I was able to find some really good ones.
Ships:
This is Cube Matcher, a strategy puzzle game in wich you need to move a 3x3 cube to match a shown pattern, but the problem is that there are zombies climbing the walls that move toward you each time you take an action!! So you need to be careful about how many actions you take before having to knock them. The most challenging part of my project was making the 3D cube and the player interactions. This was becouse I decided to make the 3D system in my game from scratch, so I had to add projections, and deal with the cube coordinates of each point (that were a lot), and for the player interactions the most difficult part was knowing when the player and the cube needed to perform an interaction becouse I needed to add a fake movement (the animation) for the action not to see so quickly, so i needed to sync the animation with the real position. In the end the project turned out like I imagined from the beggining just changing some small concepts for the game to be fun and fair....
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1793339861.3973033
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1793426261.3973033
|
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44319
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Path Traced Vulkan Engine by @DubbsPi | Stardance
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DubbsPi
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1
|
79.07
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T13:24:22Z", "hours": 55.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a made from scratch path tracer that I made using vulkan in rust. It was quite the challenge since I never had used any sort of hardware RT and wasn’t really that experienced with vulkan at the start. Luckily, although the learning curve was steep, I did manage to get far enough to make this project. There still is a lot of tweaking and changes that should be made, but it is definitely good enough to ship, hence the reason I finally chose to. There were definitely challenges making this, from GPU crashes to memory leaks, most of which have been fixed by now. For running it, it has not been tested on windows! , how well it works I don’t know. Linux works perfectly fine (or at least my machine, it should be cross compatible enough though. Even mac should work, just you guys will have to compile it and deal with bad performance)", "repo": "https://github.com/DubbsPi/vulkan-engine-v2", "demo": "https://github.com/DubbsPi/RTX-Vulkan-Engine-Rust/releases/tag/noTagHere"}]...
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[{"post_id": 76882, "ts": "202 [{"post_id": 76882, "ts": "2026-10-04T22:37:10Z", "hours": 24.0711, "text": "Thought I might as well push one final public update. I’ve been adding features such as planets, stars, glass, NEE, and improved performance by as much as 95% in the worst case. I am starting to use this engine hopefully for my own game, so I may update it as I fix stuff, but other than that, this will probably be my final log."}, {"post_id": 68339, "ts": "2026-09-14T23:40:45Z", "hours": 4.2086, "text": "Made tracing run faster and optimizing denoiser. Ngl I kinda forgot what I spent four hours doing other than this. I think I also spent a bit of time trying to fix metals but I’m not exactly 100% sure it fixed it so…"}, {"post_id": 67041, "ts": "2026-09-13T02:43:37Z", "hours": 4.7586, "text": "Path tracing anyone? I still have to fix a bunch of bugs with jittering that are there and there is an animation bug, but that will be fixed with time. I also don’t know why the noise is so bad in some places, I have 1024 samples setup to accumulate. This is actually a good approach for me since this all runs at 3k fps, so almost instantly it converges to be near noiseless."}, {"post_id": 66758, "ts": "2026-09-12T17:25:40Z", "hours": 4.25, "text": "Optimized the tracing a ton. Basically, what I did was instead of making a BLAS for each model and letting the TLAS sort everything out, I moved to three blases since that removed most of the tlas overhead. In doing that, I created three types of objects, static (terrain), semi-dynamic, and dynamic (animated). So now with this smarter system in place stuff can be loaded/used easier than before with higher performance! The initial setup didn’t take too long for this, but it was a debugging nightmare since the blases kept moving/being stale so shadows would dupe or models were cutout and stuff."}, {"post_id": 64263, "ts": "2026-09-08T15:14:31Z", "hours": 4.6214, "text": "Got dynamic scenes (mostly) working! Now while the code is running, models can be loaded and added. Probably will have to add blas merging for the future since each model having its own is a linear compared to logarithmic cost of combining them. Combining similar shouldn’t be hard since that is actually just modifying the root of of the animation framework. I might have like a cap of 5-10 with one being static geometry and the rest clumps of models. Still have to get removal working which shouldn’t be too bad. The hardest part was lining up all of my Vec<_>s so what I might do is combine it into a struct to organize, but I’ll leave it for now since that will probably conflict with the merging. Also, I’m planning on adding multithreading for the future so fingers crossed!"}, {"post_id": 61858, "ts": "2026-09-04T23:53:41Z", "hours": 2.5428, "text": "Got a bunch of PBR added to the shaders. Now has a lot of stuff so if you export more complex materials from blender or something it can parse and render them. I do still have to get transparency working, but that is much more complex than just solids tbh. For some reason my model’s animations kinda broke and only play like 60% of the animation before looping, but that isn’t the engines fault, I probably just need to make blender behave better."}, {"post_id": 61161, "ts": "2026-09-03T23:02:02Z", "hours": 6.2597, "text": "Got models working!! Fully rigged and animated! I setup the framework to auto load any anims, and then they can be played from lets say the main with something like this: app.scene.animations[2].play(“Chop_Tree RT.001”);, so that works pretty well! I also implemented a pause/play/stop and fuzzy search since some of the anim names can be weird. Thanks to mesh2motion’s huge animation library and stuff. This model is custom textured by me, so I do own it. However, you may feel free to use it (with credit!) wherever. His name is Xenon btw"}, {"post_id": 59272, "ts": "2026-08-31T23:45:23Z", "hours": 2.2472, "text": "Got dynamic transforms working!!! You can’t see it, but that truck on the bottom is actually spinning so helicopter. This took a bit to add in, but thanks to the model system, I just had to add a transformation matrix for each one, which is done easier than said. I did have a bunch of issues with the multi bvh setup, but now that its done updating the matrices only takes about 0.02ms with the two. Might end up being more in the future with more, but definitely not bad in the slightest."}, {"post_id": 59017, "ts": "2026-08-31T16:29:39Z", "hours": 2.9919, "text": "Got something really nice working: Instancing!! Basically now, when you want to start the scene up, you just call Scene::new() and then if you want to load a model into memory, just use load_model_into_memory() and you can stamp that out without reloading the model from the disc each time. Plus I added dedicated scale/transform functions that you just call on a specific model’s id (like for the first truck I loaded, I moved and scaled it with its id of 0). Basically loading models and transforming them is near effortless. Dynamic transforms next and then probably rigging!"}, {"post_id": 58328, "ts": "2026-08-30T18:25:40Z", "hours": 4.6275, "text": "Got a ton done towards an actual engine!! Added more model formats (glb files) and the ability to load more than one at a time! Also, textures have been introduced so if you look closely you can actually see the truck has a duramax engine label (boo! cummins is better). Shadows have been improved even more, although this screenshot doesn’t really show it too much. Next thing I have to add is dynamic vertices at runtime, which will allow me to actually change geometry without restarting the engine, and then after that, model rigs! There are a couple validation errors still (so a potential memory leak), but they only appear every couple of times the program is ran, and I really couldn’t find it, so thats a later problem."}, {"post_id": 57445, "ts": "2026-08-29T16:23:54Z", "hours": 3.7739, "text": "Got some stuff done with the engine. Improved lighting with smooth normals and stuff. Also I added atmospheric scattering from one of my other shaders. Currently, the model that is loaded (although it may look not the greatest, I don’t have textures setup yet) has 8.5 million triangles and 16 million vertices. In 1440p, everything is currently running 1300 fps, with the majority of the hit coming from the scatterer as without it its a bit closer to 2300 fps."}, {"post_id": 56190, "ts": "2026-08-27T20:31:20Z", "hours": 4.0733, "text": "Got a lot more done involving obj files and refinement! Now I can change the vertices on the fly, have decent indexing of them, and have raytraced shadows. Currently, on my rtx5070, in 1440p, this 408k triangle model runs around 1500fps, so pretty decent for now. I hope to lower that soon…"}, {"post_id": 55206, "ts": "2026-08-26T19:13:31Z", "hours": 6.4922, "text": "I had a nice devlog wrote, but it didn’t fully upload QwQ. Basically, I had to lean into AI to implement RT instead of raster due to a lack of rust tutorials for that. Spent most of the time debugging a slight misordering error that produce zero errors that caused nothing to render."}, {"post_id": 41500, "ts": "2026-08-05T19:01:42Z", "hours": 4.385, "text": "Got a triangle showing! Definately took me a while, but now I fully understand (ok like 90%) the pipeline! Also, now since I worked on my minecraft shader in the past, this will definitely look pretty good in the end. My goal of doing this engine is just because when I made my shader, I was running into performance issues due to minecraft and opengl, so this way I can bypass it all and have hardware vulkan support."}]...
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Title: Path Traced Vulkan Engine by @DubbsPi | Sta Title: Path Traced Vulkan Engine by @DubbsPi | Stardance
Devlogs:
Got a triangle showing! Definately took me a while, but now I fully understand (ok like 90%) the pipeline! Also, now since I worked on my minecraft shader in the past, this will definitely look pretty good in the end. My goal of doing this engine is just because when I made my shader, I was running into performance issues due to minecraft and opengl, so this way I can bypass it all and have hardware vulkan support.
I had a nice devlog wrote, but it didn’t fully upload QwQ. Basically, I had to lean into AI to implement RT instead of raster due to a lack of rust tutorials for that. Spent most of the time debugging a slight misordering error that produce zero errors that caused nothing to render.
Got a lot more done involving obj files and refinement! Now I can change the vertices on the fly, have decent indexing of them, and have raytraced shadows. Currently, on my rtx5070, in 1440p, this 408k triangle model runs around 1500fps, so pretty decent for now. I hope to lower that soon…
Got some stuff done with the engine. Improved lighting with smooth normals and stuff. Also I added atmospheric scattering from one of my other shaders. Currently, the model that is loaded (although it may look not the greatest, I don’t have textures setup yet) has 8.5 million triangles and 16 million vertices. In 1440p, everything is currently running 1300 fps, with the majority of the hit coming from the scatterer as without it its a bit closer to 2300 fps.
Got a ton done towards an actual engine!! Added more model formats (glb files) and the ability to load more than one at a time! Also, textures have been introduced so if you look closely you can actually see the truck has a duramax engine label (boo! cummins is better). Shadows have been improved even more, although this screenshot doesn’t really show it too much. Next thing I have to add is dynamic vertices at runtime, which will allow me to actually change geometry without restarting the engine, and then after that, model rigs! There are a couple validation errors still (so a potential memory leak), but they only appear every couple of times the program is ran, and I really couldn’t find it, so thats a later problem.
Got something really nice working: Instancing!! Basically now, when you want to start the scene up, you just call Scene::new() and then if you want to load a model into memory, just use load_model_into_memory() and you can stamp that out without reloading the model from the disc each time. Plus I added dedicated scale/transform functions that you just call on a specific model’s id (like for the first truck I loaded, I moved and scaled it with its id of 0). Basically loading models and transforming them is near effortless. Dynamic transforms next and then probably rigging!
Got dynamic transforms working!!! You can’t see it, but that truck on the bottom is actually spinning so helicopter. This took a bit to add in, but thanks to the model system, I just had to add a transformation matrix for each one, which is done easier than said. I did have a bunch of issues with the multi bvh setup, but now that its done updating the matrices only takes about 0.02ms with the two. Might end up being more in the future with more, but definitely not bad in the slightest.
Got models working!! Fully rigged and animated! I setup the framework to auto load any anims, and then they can be played from lets say the main with something like this: app.scene.animations[2].play(“Chop_Tree RT.001”);, so that works pretty well! I also implemented a pause/play/stop and fuzzy search since some of the anim names can be weird. Thanks to mesh2motion’s huge animation library and stuff. This model is custom textured by me, so I do own it. However, you may feel free to use it (with credit!) wherever. His name is Xenon btw
Got a bunch of PBR added to the shaders. Now has a lot of stuff so if you export more complex materials from blender or something it can parse and render them. I do still have to get transparency working, but that is much more complex than just solids tbh. For some reason my model’s animations kinda broke and only play like 60% of the animation before looping, but that isn’t the engines fault, I probably just need to make blender behave better.
Got dynamic scenes (mostly) working! Now while the code is running, models can be loaded and added. Probably will have to add blas merging for the future since each model having its own is a linear compared to logarithmic cost of combining them. Combining similar shouldn’t be hard since that is actually just modifying the root of of the animation framework. I might have like a cap of 5-10 with one being static geometry and the rest clumps of models. Still have to get removal working which shouldn’t be too bad. The hardest part was lining up all of my Vec<_>s so what I might do is combine it into a struct to organize, but I’ll leave it for now since that will probably conflict with the merging. Also, I’m planning on adding multithreading for the future so fingers crossed!
Optimized the tracing a ton. Basically, what I did was instead of making a BLAS for each model and letting the TLAS sort everything out, I moved to three blases since that removed most of the tlas overhead. In doing that, I created three types of objects, static (terrain), semi-dynamic, and dynamic (animated). So now with this smarter system in place stuff can be loaded/used easier than before with higher performance! The initial setup didn’t take too long for this, but it was a debugging nightmare since the blases kept moving/being stale so shadows would dupe or models were cutout and stuff.
Path tracing anyone? I still have to fix a bunch of bugs with jittering that are there and there is an animation bug, but that will be fixed with time. I also don’t know why the noise is so bad in some places, I have 1024 samples setup to accumulate. This is actually a good approach for me since this all runs at 3k fps, so almost instantly it converges to be near noiseless.
Made tracing run faster and optimizing denoiser. Ngl I kinda forgot what I spent four hours doing other than this. I think I also spent a bit of time trying to fix metals but I’m not exactly 100% sure it fixed it so…
Thought I might as well push one final public update. I’ve been adding features such as planets, stars, glass, NEE, and improved performance by as much as 95% in the worst case. I am starting to use this engine hopefully for my own game, so I may update it as I fix stuff, but other than that, this will probably be my final log.
Ships:
This is a made from scratch path tracer that I made using vulkan in rust. It was quite the challenge since I never had used any sort of hardware RT and wasn’t really that experienced with vulkan at the start. Luckily, although the learning curve was steep, I did manage to get far enough to make this project. There still is a lot of tweaking and changes that should be made, but it is definitely good enough to ship, hence the reason I finally chose to. There were definitely challenges making this, from GPU crashes to memory leaks, most of which have been fixed by now. For running it, it has not been tested on windows! , how well it works I don’t know. Linux works perfectly fine (or at least my machine, it should be cross compatible enough though. Even mac should work, just you guys will have to compile it and deal with bad performance)...
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FormCheck by @cluelessfr | Stardance
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cluelessfr
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61.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T05:22:45Z", "hours": 61.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built FormCheck, an Android app meant to help you with checking your form when performing squats. This project was initially meant to be useful during a variety of workouts, but due to time constraints and complexity I was only able to make it work with squats. When I started building this project I had some Java knowledge, but was unfamiliar with how to build an Android app. I had to learn that, and during the development of this app I feel like I got much better at Java and also learned new file types like xml’s and apk’s. After I got familiar with this, I found that some things were repetitive so I handed off certain tasks to Codex to help me with the process. To test it, you can head to the GitHub repository and download the apk to try it on your own device/emulator. Here are some features of this app: Runs locally, meaning nothing leaves your device Uses Google’s free and open source model MediaPipe Provides you with data such as timings and leg angles Allows you to choose a target for squat lowering timings The app gives you feedback/comparison on your target vs your actual squat The app can handle errors such as unsupported camera angles, unreliable detection from the model, clipped videos, and much more. I put a lot of time and effort into this app, so I hope you like it!", "repo": "https://github.com/cluelessfr/FormCheck", "demo": "https://github.com/cluelessfr/FormCheck/releases/tag/v1.0"}]...
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[{"post_id": 82538, "ts": "202 [{"post_id": 82538, "ts": "2026-10-25T05:11:29Z", "hours": 0.4469, "text": "Devlog 17: I completed the apk build and published FormCheck v1.0 on GitHub. I also added a Readme. I tested the apk on my emulator and did all finishing touches. This is my last devlog before I ship this project."}, {"post_id": 82527, "ts": "2026-10-25T04:21:09Z", "hours": 1.9511, "text": "Devlog 16: Performed some final checks and implemented some final features. At first I was adding some features, then I noticed everything was repetitive. Because of this I handed some of the tasks to Codex so it could complete the repetitive tasks. It just added some more data to the results screen, a cancel button, and rotation support. I added most of the details on the results page."}, {"post_id": 82496, "ts": "2026-10-25T00:06:17Z", "hours": 5.3758, "text": "Devlog 15: I moved the app’s results onto a separate page so everything is cleaner. The new screen displays feedback, if a repetition was detected, and the timestamps. I check both a valid squat and an unsupported video to verify error messages. This took a long time because I had to learn how to use intents, and also how to use scrollable areas. I am finishing up the app, and almost ready to ship."}, {"post_id": 81112, "ts": "2026-10-19T22:36:03Z", "hours": 6.5611, "text": "Devlog 14: I started preparing for the feedback. I am planning to mostly give feedback on timing/tempos, so I started adding some functions for that. The first thing I did was correct the scaling of video coordinates before calculating knee angles to ensure higher accuracy. Then I added a lowering-time estimator that looks for sustained movement instead of just angles at timestamps. I ensured to account for rectangular frames, leg switches, observation gaps, and timing integration. All tests passed. The next steps are actually providing feedback from this data, and then connecting this to the UI."}, {"post_id": 77869, "ts": "2026-10-08T16:33:46Z", "hours": 3.5961, "text": "Devlog 13: This devlog was mostly some final touches. I did add 3 things, though. The first of which is a frame progress display on the UI. This shows the user of many of the total frames have been processed after they start the analysis. Second, I added some text that was a disclaimer on the limitations of the analysis. The third thing I added was a reset between long gaps. So if the squat takes too long to get to the next state, then the detection resets and it starts looking for another starting squat. The first test I did was that I sampled different repetition intervals to determine which had the most detail but didn’t take too long to process. I landed on sampling frames every 250 Ms. Then I tested all the different UI states on the emulator using different videos. I then added tests for all the new features that I just mentioned to you. The next step is probably going to be actually implementing feedback."}, {"post_id": 75113, "ts": "2026-09-29T05:01:41Z", "hours": 8.2819, "text": "Devlog 12: I added some more meaningful upgrades this time. I added functionality so that the app could detect a real squat repetition. This works by combining this with the pose sequence analyzer, which contains poses and their timestamps. By mapping the angle formed by the hip, knee, and ankle at different intervals of the video, the app is able to detect if the angle got gradually lower, then gradually got higher. If these angles pass the thresholds needed to create a straight leg angle and a squatted down angle, then we can conclude that a squat repetition was performed. To accomplish this I added many different smaller functions, then combined them all together to get the final result. This allowed me to test each part individually to ensure they all worked. I also added this to the UI of the app, which you can see in the image. Finally I added real video validation, which basically means that I tested the current state of the app with a real video of a person doing a squat. The app was able to successfully recognize the repetition of the squat."}, {"post_id": 70842, "ts": "2026-09-19T21:02:38Z", "hours": 6.1419, "text": "Devlog 11: Now I added a few things. First I added a function that can sample frames at different intervals and stores the MediaPipe result with the timestamp of the frame. I also added hip/knee/ankle extraction for both sides and also confidence-based leg section. Codex wrote a few methods (2-3), and I wrote the rest. I then added timestamped knee angle measurements, and also connected the leg selector to the angle calculator. Finally, I added a sequence analyzer that keeps the valid measurements and skips the unclear frames. I added test for all these functions. There is a little more than this, but this is the gist of what I have been working on right now."}, {"post_id": 65756, "ts": "2026-09-11T03:20:19Z", "hours": 6.9169, "text": "Devlog 10: This time was some meaningful upgrades. First of all I added a function to extract a bitmap from a video given a timestamp. Then I added a separate function in order to convert that bitmap into an MPImage. This allows me to access it from anywhere. Finally I created a new class that combines the decoding, conversion, and pose processing tasks into one pipeline. I also added tests for all of these. Currently only one frame processes, but soon I will start to improve this."}, {"post_id": 63969, "ts": "2026-09-08T01:55:46Z", "hours": 8.5042, "text": "Devlog 09: Now the app stores the selected video’s Uri in an activity field, meaning it can be accessed for later processing instead of only the status text. Also frame timestamps can now be generated. This means that you can input the video duration as well as the interval that you want the timestamps to be generated, then you will get a set of timestamps for the video. The video metadata can also now be read. It uses Android’s MediaMetadataRetriever to open the video. Currently only the duration of the video can be retrieved, but later you will be able to decode individual frames. Finally I added tests for all of these. For the metadata retriever specifically I uploaded a test video to confirm that I could get an accurate measurement. Also updated the documentation."}, {"post_id": 47722, "ts": "2026-08-15T20:26:10Z", "hours": 3.5783, "text": "Devlog 08: I finally added the MediaPipe dependency, as well as a few functions. First of all I also added the Pose Landmarker Full model for it to actually detect poses. Then I created a manager function to initialize and close MediaPipe. I then added a function that could process an already decoded video frame with a timestamp using MediaPipe. I added tests for all of these to ensure they work when the app runs, and updated all the logs."}, {"post_id": 46085, "ts": "2026-08-13T01:19:04Z", "hours": 1.9819, "text": "Devlog 07: I changed the emulator from being on device to remote via Firebase. This allows me to test the app cleanly without lagging my computer. The only problem is I get a limited 30 minutes per month, so I have to use them wisely. I also updated the Point2D function to reject non-finite points. This prevents errors on the future. I also added a class that combines all the other functionality into one. It returns an OptionalDouble, which is useful when you don’t know if you are going to get a result. This new function accepts three LandmarkObservations, Then if the result is valid, it returns the angle degrees between the points. If not, it returns nothing."}, {"post_id": 44348, "ts": "2026-08-10T01:32:26Z", "hours": 1.3133, "text": "Devlog 06: I added the landmark quality gate, which helps determine whether the visibility and presence of the point meet the minimum requirements. If it does, then it passes. If it doesn’t, then the point fails. From here there are two options, either the app tries to find another point, or the app says it cannot reliably determine your form from that video I also added the AI use log. I mainly did this because I will be submitting this to the Congressional App Challenge."}, {"post_id": 44307, "ts": "2026-08-09T23:40:20Z", "hours": 1.0214, "text": "Devlog 05: Today I added landmark storage and reliability tests. What this is is basically a new object that can store a point, its visibility, and presence. The point is the point itself, the visibility says how well the object can be seen, and the presence determines how much of the object is actually in the video frame. These three factors help determine how well the video can be analyzed. If the video cannot be analyzed well enough, then FormCheck will send a message saying so (This hasn’t been implemented yet, but this is the basic idea of why this is there in the first place)."}, {"post_id": 43747, "ts": "2026-08-09T05:12:50Z", "hours": 1.1897, "text": "Devlog 04: I added functions for measuring the angle based on three points (the joints). Basically how this works is that it first takes in three points, the first endpoint, a vertex, and a second endpoint. Then it uses the dot product formula with the two vectors to find the angle between the two lines."}, {"post_id": 43080, "ts": "2026-08-08T04:48:16Z", "hours": 1.5214, "text": "Devlog 03: I added the file picking dialogue. Now whenever you click the “Select a video” button the android folder picker opens and you can choose a video. I think next is working on the actual pose detection logic."}, {"post_id": 42951, "ts": "2026-08-07T22:46:59Z", "hours": 1.3858, "text": "Devlog 02: I added the initial video selection interface. I added some text to describe the app, and a button for the user to be able to select a video to upload. Currently, the button does not do anything. Next I will have to continue working on the button and the actual pose estimation part of this."}, {"post_id": 41569, "ts": "2026-08-05T21:12:03Z", "hours": 0.9278, "text": "Devlog 01: This is the first devlog of the FormCheck project, an Android app that helps you check your form during workouts. Currently I just set everything up in Android Studio, connected Hackatime, and set up GitHub."}]...
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Title: FormCheck by @cluelessfr | Stardance
Devlo Title: FormCheck by @cluelessfr | Stardance
Devlogs:
Devlog 01: This is the first devlog of the FormCheck project, an Android app that helps you check your form during workouts. Currently I just set everything up in Android Studio, connected Hackatime, and set up GitHub.
Devlog 02: I added the initial video selection interface. I added some text to describe the app, and a button for the user to be able to select a video to upload. Currently, the button does not do anything. Next I will have to continue working on the button and the actual pose estimation part of this.
Devlog 03: I added the file picking dialogue. Now whenever you click the “Select a video” button the android folder picker opens and you can choose a video. I think next is working on the actual pose detection logic.
Devlog 04: I added functions for measuring the angle based on three points (the joints). Basically how this works is that it first takes in three points, the first endpoint, a vertex, and a second endpoint. Then it uses the dot product formula with the two vectors to find the angle between the two lines.
Devlog 05: Today I added landmark storage and reliability tests. What this is is basically a new object that can store a point, its visibility, and presence. The point is the point itself, the visibility says how well the object can be seen, and the presence determines how much of the object is actually in the video frame. These three factors help determine how well the video can be analyzed. If the video cannot be analyzed well enough, then FormCheck will send a message saying so (This hasn’t been implemented yet, but this is the basic idea of why this is there in the first place).
Devlog 06: I added the landmark quality gate, which helps determine whether the visibility and presence of the point meet the minimum requirements. If it does, then it passes. If it doesn’t, then the point fails. From here there are two options, either the app tries to find another point, or the app says it cannot reliably determine your form from that video I also added the AI use log. I mainly did this because I will be submitting this to the Congressional App Challenge.
Devlog 07: I changed the emulator from being on device to remote via Firebase. This allows me to test the app cleanly without lagging my computer. The only problem is I get a limited 30 minutes per month, so I have to use them wisely. I also updated the Point2D function to reject non-finite points. This prevents errors on the future. I also added a class that combines all the other functionality into one. It returns an OptionalDouble, which is useful when you don’t know if you are going to get a result. This new function accepts three LandmarkObservations, Then if the result is valid, it returns the angle degrees between the points. If not, it returns nothing.
Devlog 08: I finally added the MediaPipe dependency, as well as a few functions. First of all I also added the Pose Landmarker Full model for it to actually detect poses. Then I created a manager function to initialize and close MediaPipe. I then added a function that could process an already decoded video frame with a timestamp using MediaPipe. I added tests for all of these to ensure they work when the app runs, and updated all the logs.
Devlog 09: Now the app stores the selected video’s Uri in an activity field, meaning it can be accessed for later processing instead of only the status text. Also frame timestamps can now be generated. This means that you can input the video duration as well as the interval that you want the timestamps to be generated, then you will get a set of timestamps for the video. The video metadata can also now be read. It uses Android’s MediaMetadataRetriever to open the video. Currently only the duration of the video can be retrieved, but later you will be able to decode individual frames. Finally I added tests for all of these. For the metadata retriever specifically I uploaded a test video to confirm that I could get an accurate measurement. Also updated the documentation.
Devlog 10: This time was some meaningful upgrades. First of all I added a function to extract a bitmap from a video given a timestamp. Then I added a separate function in order to convert that bitmap into an MPImage. This allows me to access it from anywhere. Finally I created a new class that combines the decoding, conversion, and pose processing tasks into one pipeline. I also added tests for all of these. Currently only one frame processes, but soon I will start to improve this.
Devlog 11: Now I added a few things. First I added a function that can sample frames at different intervals and stores the MediaPipe result with the timestamp of the frame. I also added hip/knee/ankle extraction for both sides and also confidence-based leg section. Codex wrote a few methods (2-3), and I wrote the rest. I then added timestamped knee angle measurements, and also connected the leg selector to the angle calculator. Finally, I added a sequence analyzer that keeps the valid measurements and skips the unclear frames. I added test for all these functions. There is a little more than this, but this is the gist of what I have been working on right now.
Devlog 12: I added some more meaningful upgrades this time. I added functionality so that the app could detect a real squat repetition. This works by combining this with the pose sequence analyzer, which contains poses and their timestamps. By mapping the angle formed by the hip, knee, and ankle at different intervals of the video, the app is able to detect if the angle got gradually lower, then gradually got higher. If these angles pass the thresholds needed to create a straight leg angle and a squatted down angle, then we can conclude that a squat repetition was performed. To accomplish this I added many different smaller functions, then combined them all together to get the final result. This allowed me to test each part individually to ensure they all worked. I also added this to the UI of the app, which you can see in the image. Finally I added real video validation, which basically means that I tested the current state of the app with a real video of a person doing a squat. The app was able to successfully recognize the repetition of the squat.
Devlog 13: This devlog was mostly some final touches. I did add 3 things, though. The first of which is a frame progress display on the UI. This shows the user of many of the total frames have been processed after they start the analysis. Second, I added some text that was a disclaimer on the limitations of the analysis. The third thing I added was a reset between long gaps. So if the squat takes too long to get to the next state, then the detection resets and it starts looking for another starting squat. The first test I did was that I sampled different repetition intervals to determine which had the most detail but didn’t take too long to process. I landed on sampling frames every 250 Ms. Then I tested all the different UI states on the emulator using different videos. I then added tests for all the new features that I just mentioned to you. The next step is probably going to be actually implementing feedback.
Devlog 14: I started preparing for the feedback. I am planning to mostly give feedback on timing/tempos, so I started adding some functions for that. The first thing I did was correct the scaling of video coordinates before calculating knee angles to ensure higher accuracy. Then I added a lowering-time estimator that looks for sustained movement instead of just angles at timestamps. I ensured to account for rectangular frames, leg switches, observation gaps, and timing integration. All tests passed. The next steps are actually providing feedback from this data, and then connecting this to the UI.
Devlog 15: I moved the app’s results onto a separate page so everything is cleaner. The new screen displays feedback, if a repetition was detected, and the timestamps. I check both a valid squat and an unsupported video to verify error messages. This took a long time because I had to learn how to use intents, and also how to use scrollable areas. I am finishing up the app, and almost ready to ship.
Devlog 16: Performed some final checks and implemented some final features. At first I was adding some features, then I noticed everything was repetitive. Because of this I handed some of the tasks to Codex so it could complete the repetitive tasks. It just added some more data to the results screen, a cancel button, and rotation support. I added most of the details on the results page.
Devlog 17: I completed the apk build and published FormCheck v1.0 on GitHub. I also added a Readme. I tested the apk on my emulator and did all finishing touches. This is my last devlog before I ship this project.
Ships:
I built FormCheck, an Android app meant to help you with checking your form when performing squats. This project was initially meant to be useful during a variety of workouts, but due to time constraints and complexity I was only able to make it work with squats. When I started building this project I had some Java knowledge, but was unfamiliar with how to build an Android app. I had to learn that, and during the development of this app I feel like I got much better at Java and also learned new file types like xml’s and apk’s. After I got familiar with this, I found that some things were repetitive so I handed off certain tasks to Codex to help me with the process. To test it, you can head to the GitHub repository and download the apk to try it on your own device/emulator. Here are some features of this app: Runs locally, meaning nothing leaves your device Uses Google’s free and open source model MediaPipe Provides you with data such as timings and leg angles Allows you to choose a target for squat lowering timings The app gives you feedback/comparison on your target vs your actual squat The app can handle errors such as unsupported camera angles, unreliable detection from the model, clipped videos, and much more. I put a lot of time and effort into this app, so I hope you like it!...
|
1793490673.9411428
|
1793577073.9411428
|
|
44326
|
pancakeJr by @pancakse | Stardance
|
pancakse
|
1
|
7.0
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T07:36:18Z", "hours": 7.0, "multiplier": 3.99, "payout": 28, "blessing": "neutral", "text": "its a discord bot! Working with SQLite3 since i hate db’s", "repo": "https://github.com/ItzPancakse/pancakeJunior", "demo": "https://discord.gg/xM2pg6nK8n"}]...
|
[{"post_id": 44462, "ts": "202 [{"post_id": 44462, "ts": "2026-08-10T07:09:59Z", "hours": 0.7125, "text": "Ive added a system so you get dmed if you get punished"}, {"post_id": 43643, "ts": "2026-08-09T01:01:41Z", "hours": 0.5325, "text": "DEVLOG 8: I’ve added a 8ball command, a command that lets the bot confess something and totally legit breaking news!"}, {"post_id": 43603, "ts": "2026-08-08T23:22:22Z", "hours": 0.4803, "text": "DEVLOG 7: We added a diagnosis command totally real diagnoses"}, {"post_id": 43573, "ts": "2026-08-08T22:02:59Z", "hours": 0.5169, "text": "DEVLOG 6: You can roast yourself or your worst enemies by pinging them. You can also give yourself or your friends bad compliments. My discord bot can now “mrrp mrrp meowww”. Btw dont try to roast Gabe Newell 😉"}, {"post_id": 42328, "ts": "2026-08-07T00:26:50Z", "hours": 0.6036, "text": "DEVLOG 5: You can now ratio your friends and we added a afk feature"}, {"post_id": 42265, "ts": "2026-08-06T21:53:13Z", "hours": 0.6503, "text": "DEVLOG 4: We added triggers for Try it and see and dont ask to ask"}, {"post_id": 41751, "ts": "2026-08-06T04:36:22Z", "hours": 1.8733, "text": "DEVLOG 3: We added alot more commands mostly in the catagories of moderation and a auto punishment system like if you get 3 warnings you get a 1 day timout"}, {"post_id": 41604, "ts": "2026-08-05T22:10:30Z", "hours": 1.1036, "text": "DEVLOG 2: We got commands and we got the bot online unfortunately we tried to get slash commands but Discordia-Slash decided to not work so we are using a prefix"}, {"post_id": 41529, "ts": "2026-08-05T19:56:23Z", "hours": 0.4658, "text": "DEVLOG 1: Were making a discord bot so we got luvit setup and we setup a system to read a .env file because its more convenient"}]...
|
Title: pancakeJr by @pancakse | Stardance
Devlogs Title: pancakeJr by @pancakse | Stardance
Devlogs:
DEVLOG 1: Were making a discord bot so we got luvit setup and we setup a system to read a .env file because its more convenient
DEVLOG 2: We got commands and we got the bot online unfortunately we tried to get slash commands but Discordia-Slash decided to not work so we are using a prefix
DEVLOG 3: We added alot more commands mostly in the catagories of moderation and a auto punishment system like if you get 3 warnings you get a 1 day timout
DEVLOG 4: We added triggers for Try it and see and dont ask to ask
DEVLOG 5: You can now ratio your friends and we added a afk feature
DEVLOG 6: You can roast yourself or your worst enemies by pinging them. You can also give yourself or your friends bad compliments. My discord bot can now “mrrp mrrp meowww”. Btw dont try to roast Gabe Newell 😉
DEVLOG 7: We added a diagnosis command totally real diagnoses
DEVLOG 8: I’ve added a 8ball command, a command that lets the bot confess something and totally legit breaking news!
Ive added a system so you get dmed if you get punished
Ships:
its a discord bot! Working with SQLite3 since i hate db’s...
|
1793328833.4827096
|
1793415233.4827096
|
|
44334
|
Nahida4479-Website by @Nahida4479 | Stardance
|
Nahida4479
|
1
|
3.05
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T22:57:44Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my personal website, featuring a project section and my GitHub account image.", "repo": "https://github.com/Nahida4479/Nahida4479-Website", "demo": "https://nahida4479.github.io/Nahida4479-Website/"}]...
|
[{"post_id": 42128, "ts": "202 [{"post_id": 42128, "ts": "2026-08-06T18:31:18Z", "hours": 1.0481, "text": "#Devlog4 Create About Me category"}, {"post_id": 41618, "ts": "2026-08-05T22:46:13Z", "hours": 0.9022, "text": "#Devlog3 My Github account image and floating title"}, {"post_id": 41592, "ts": "2026-08-05T21:45:01Z", "hours": 0.8614, "text": "#Devlog2 My project category and new background."}, {"post_id": 41547, "ts": "2026-08-05T20:37:22Z", "hours": 0.4972, "text": "#Devlog1 Website name and account image."}]...
|
Title: Nahida4479-Website by @Nahida4479 | Stardan Title: Nahida4479-Website by @Nahida4479 | Stardance
Devlogs:
#Devlog1 Website name and account image.
#Devlog2 My project category and new background.
#Devlog3 My Github account image and floating title
#Devlog4 Create About Me category
Ships:
I built my personal website, featuring a project section and my GitHub account image....
|
1793465335.210367
|
1793551735.210367
|
|
44349
|
CGM Pattern Analyzer by @tripathi_saumil | Stardan CGM Pattern Analyzer by @tripathi_saumil | Stardance...
|
tripathi_saumil
|
1
|
2.71
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T07:45:35Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a completely free continuous glucose monitor analyzing device that is compatible with data from a Dexcom G6 and G7. This project is able to closely analyze trends and identify phenomena found commonly in said trends. Honestly, the most challenging part was definitely getting the API to work. Lots of the other things weren’t easy but they definitely weren’t as hard and API key installation. I would say I’m most proud of that honestly. One major thing to know about this project is that I’m using only free resources, so I kind of don’t have a lot of calls available on my API per day. It should be able to work at least 5-8 times depending on how much data is used.", "repo": "https://github.com/SaumilT67/cgm_pattern_analyzer", "demo": "https://cgm-pattern-analyzer-mb3c.vercel.app"}]...
|
[{"post_id": 75469, "ts": "202 [{"post_id": 75469, "ts": "2026-09-30T05:41:33Z", "hours": 1.46, "text": "Changed a lot of the html to give it a better look. I think it looks way better since I did it myself. The creme and teal color way is kind of nice honestly, and new button on the top bar to reset everything is also pretty sick. It’s supposed to be like a drop of blood to represent like a finger prick. I plan to do improve the prompt calling in the future because it’s a little bare right now. I also need to somehow make the API calling faster because the wait time is quire slow. Honestly I think I need to spend money for that. I realized a lot of people can’t really use this either so I might need to make a mock CSV and add it so people can try it out. Next update I’ll probably add a downloadable one people can use."}, {"post_id": 68384, "ts": "2026-09-15T01:13:45Z", "hours": 0.2508, "text": "Changed up the HTML a little to make it less AI"}, {"post_id": 43142, "ts": "2026-08-08T07:40:57Z", "hours": 0.4389, "text": "Finally got this up on a demo url that works with my API #lesguooooooo"}, {"post_id": 43108, "ts": "2026-08-08T06:12:29Z", "hours": 1.0294, "text": "This is my CGM Pattern Analyzer. Basically what it does is that it uses an API to analyze lots of data (and I mean a lot like 24/7 data from 90 days that records every 5 minutes (for any non-cgm wearers ;))). I’ve used it with my own data and it works well. It makes sure not to diagnose patients because that would be kinda bad, but it helps analyze patterns and common phenomena with diabetic patients. It took lots of work but we did it!"}]...
|
Title: CGM Pattern Analyzer by @tripathi_saumil | Title: CGM Pattern Analyzer by @tripathi_saumil | Stardance
Devlogs:
This is my CGM Pattern Analyzer. Basically what it does is that it uses an API to analyze lots of data (and I mean a lot like 24/7 data from 90 days that records every 5 minutes (for any non-cgm wearers ;))). I’ve used it with my own data and it works well. It makes sure not to diagnose patients because that would be kinda bad, but it helps analyze patterns and common phenomena with diabetic patients. It took lots of work but we did it!
Finally got this up on a demo url that works with my API #lesguooooooo
Changed up the HTML a little to make it less AI
Changed a lot of the html to give it a better look. I think it looks way better since I did it myself. The creme and teal color way is kind of nice honestly, and new button on the top bar to reset everything is also pretty sick. It’s supposed to be like a drop of blood to represent like a finger prick. I plan to do improve the prompt calling in the future because it’s a little bare right now. I also need to somehow make the API calling faster because the wait time is quire slow. Honestly I think I need to spend money for that. I realized a lot of people can’t really use this either so I might need to make a mock CSV and add it so people can try it out. Next update I’ll probably add a downloadable one people can use.
Ships:
I made a completely free continuous glucose monitor analyzing device that is compatible with data from a Dexcom G6 and G7. This project is able to closely analyze trends and identify phenomena found commonly in said trends. Honestly, the most challenging part was definitely getting the API to work. Lots of the other things weren’t easy but they definitely weren’t as hard and API key installation. I would say I’m most proud of that honestly. One major thing to know about this project is that I’m using only free resources, so I kind of don’t have a lot of calls available on my API per day. It should be able to work at least 5-8 times depending on how much data is used....
|
1793465343.593241
|
1793551743.593241
|
|
44352
|
Personal Site by @AwesomeFreshDay | Stardance
|
AwesomeFreshDay
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T21:42:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My Personal Site Welcome to my personal site I created that uses html and CSS. It is a basic website that I wanted to create for fun and to get a sense of the process. There is an about me, photos, projects that I made, and contact information. There is a navigation bar that leads you to these sections: About, Projects, and Contact.", "repo": "https://github.com/AdamT2529/personal-site", "demo": "https://awesomefreshday.github.io/personal-site/"}]...
|
[{"post_id": 41588, "ts": "202 [{"post_id": 41588, "ts": "2026-08-05T21:41:31Z", "hours": 0.575, "text": "Finished creating personal site with three sections/navigation bar an about me, projects, and contact information with photos and text."}]...
|
Title: Personal Site by @AwesomeFreshDay | Stardan Title: Personal Site by @AwesomeFreshDay | Stardance
Devlogs:
Finished creating personal site with three sections/navigation bar an about me, projects, and contact information with photos and text.
Ships:
My Personal Site Welcome to my personal site I created that uses html and CSS. It is a basic website that I wanted to create for fun and to get a sense of the process. There is an about me, photos, projects that I made, and contact information. There is a navigation bar that leads you to these sections: About, Projects, and Contact....
|
1793469115.4090776
|
1793555515.4090776
|
|
44378
|
My personal site! by @sarahzoghly | Stardance
|
sarahzoghly
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T01:49:06Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "That was my first web project and I didn’t think I could do something like that but alhamdulillah I did better than I thought I would. I may still add some other stuff to the website like a chatbot or an Arabic translation because I liked its idea and I think i may use it to log my progress later.", "repo": "https://github.com/sarahzoghly/personal-website", "demo": "https://sarahzoghly.github.io/personal-website/"}]...
|
[{"post_id": 42352, "ts": "202 [{"post_id": 42352, "ts": "2026-08-07T01:06:46Z", "hours": 2.4358, "text": "I think I am done. That was fun, I will ship it"}, {"post_id": 42017, "ts": "2026-08-06T15:45:59Z", "hours": 0.3383, "text": "Made menu work, still have to add real content"}, {"post_id": 41986, "ts": "2026-08-06T15:04:06Z", "hours": 0.9489, "text": "I think it looks better that way, I will still change the bg later. Still figuring out how to make the menu work."}, {"post_id": 41639, "ts": "2026-08-05T23:55:09Z", "hours": 0.6578, "text": "Prepared the layout. It should look smth like the Image at the end"}, {"post_id": 41627, "ts": "2026-08-05T22:59:14Z", "hours": 0.9219, "text": "Made a header. Took too long but I am learning CSS and html as I am going so I already knew it would."}]...
|
Title: My personal site! by @sarahzoghly | Stardan Title: My personal site! by @sarahzoghly | Stardance
Devlogs:
Made a header. Took too long but I am learning CSS and html as I am going so I already knew it would.
Prepared the layout. It should look smth like the Image at the end
I think it looks better that way, I will still change the bg later. Still figuring out how to make the menu work.
Made menu work, still have to add real content
I think I am done. That was fun, I will ship it
Ships:
That was my first web project and I didn’t think I could do something like that but alhamdulillah I did better than I thought I would. I may still add some other stuff to the website like a chatbot or an Arabic translation because I liked its idea and I think i may use it to log my progress later....
|
1793469117.4411454
|
1793555517.4411454
|
|
44386
|
Upgraded Personal Website by @srithimahi | Stardan Upgraded Personal Website by @srithimahi | Stardance...
|
srithimahi
|
1
|
10.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T04:31:09Z", "hours": 10.0, "multiplier": 4.9, "payout": 47, "blessing": "neutral", "text": "I upgraded my personal website to have a more formal main page, projects page and experiences page while adding new features and animations. This time in building this website, it was the animations that really threw me off, but with some help I did manage to find some ones I really liked. I really love how the website came together and I freaking love my rainbow divider, it is gorgeous plus hover over it and watch it speed up!", "repo": "https://github.com/srithimahi/srithimahi.github.io", "demo": "https://inkedpetal.dev/"}]...
|
[{"post_id": 44974, "ts": "202 [{"post_id": 44974, "ts": "2026-08-11T02:42:35Z", "hours": 1.7794, "text": "Experience and projects page So, its the same formula really, nothing really that new BUT I did have like sections inside sections to make each of the project or experience distinct. But, I did want to add PLENTY of links to really present the projects more credibly."}, {"post_id": 43736, "ts": "2026-08-09T04:37:40Z", "hours": 2.7867, "text": "About page So, I’m done with the about page. This page did go much easier cause I already had the base from the main page. I really got inspired by tags! I really liked the idea of tags, it almost felt like hashtags to me . My most favorite thing in this page IS THE PHOTOS. You see I love pinterest, I once literally spent 5 hours scrolling on pinterest… but I really wanted the photo grid style in the app. I research about it and apparently CSS is perfect for these masonry grids. They were pretty meh in making, it did slightly make me tick. But, seeing the page was ALL TOO SATISFYING!"}, {"post_id": 42969, "ts": "2026-08-07T23:32:38Z", "hours": 5.0231, "text": "AHHHH I SPENT A STUPID AMOUNT OF TIME ON THIS ONE PAGE So, I have had this personal website I made for Hack Club pages that was very playful but still showed what I want others to know about me, But I wanted to be able to present to others like in more formal and professional settings without them having to struggle through ONLY a bunch of posters to know things about me. (future srithi! if you want to know about the initial design for the website, you can click on the poster wall in the current website to know and that was the main page in the original website and nothing else other than the pages you get after clicking the posters) So! I decided to upgrade this into something a bit more functional while still having its charm. Technical Stuff: Didn’t go much fancy here either, this entire page was just HTML and CSS, but CSS is a real pain in the butt. I wanted to have easy to reach buttons that seemed cool and fitting to background with some hover elements, and I wanted the window to look almost like a terminal window in a macbook. Beneath it are a bunch of 88x31 buttons I ADORED… u dont understand I sent a solid hour for these."}]...
|
Title: Upgraded Personal Website by @srithimahi | Title: Upgraded Personal Website by @srithimahi | Stardance
Devlogs:
AHHHH I SPENT A STUPID AMOUNT OF TIME ON THIS ONE PAGE So, I have had this personal website I made for Hack Club pages that was very playful but still showed what I want others to know about me, But I wanted to be able to present to others like in more formal and professional settings without them having to struggle through ONLY a bunch of posters to know things about me. (future srithi! if you want to know about the initial design for the website, you can click on the poster wall in the current website to know and that was the main page in the original website and nothing else other than the pages you get after clicking the posters) So! I decided to upgrade this into something a bit more functional while still having its charm. Technical Stuff: Didn’t go much fancy here either, this entire page was just HTML and CSS, but CSS is a real pain in the butt. I wanted to have easy to reach buttons that seemed cool and fitting to background with some hover elements, and I wanted the window to look almost like a terminal window in a macbook. Beneath it are a bunch of 88x31 buttons I ADORED… u dont understand I sent a solid hour for these.
About page So, I’m done with the about page. This page did go much easier cause I already had the base from the main page. I really got inspired by tags! I really liked the idea of tags, it almost felt like hashtags to me . My most favorite thing in this page IS THE PHOTOS. You see I love pinterest, I once literally spent 5 hours scrolling on pinterest… but I really wanted the photo grid style in the app. I research about it and apparently CSS is perfect for these masonry grids. They were pretty meh in making, it did slightly make me tick. But, seeing the page was ALL TOO SATISFYING!
Experience and projects page So, its the same formula really, nothing really that new BUT I did have like sections inside sections to make each of the project or experience distinct. But, I did want to add PLENTY of links to really present the projects more credibly.
Ships:
I upgraded my personal website to have a more formal main page, projects page and experiences page while adding new features and animations. This time in building this website, it was the animations that really threw me off, but with some help I did manage to find some ones I really liked. I really love how the website came together and I freaking love my rainbow divider, it is gorgeous plus hover over it and watch it speed up!...
|
1793332621.1709166
|
1793419021.1709166
|
|
44408
|
F.D.R by @Evangel | Stardance
|
Evangel
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T22:46:46Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After many hours of working on F.D.R., my own 3D-modeled drone, I am so happy to declare it shippable. It was quite challenging cause it was my first time actually working on anything 3D-modeled. It may come with some errors, but that is what I consider a learning process. I am so excited to get feedback on how to improve it, but for now I want to start working on new things. This project is purely practice for 3d modeling, so it only contains a 3d model. I cant wait to use the skills i have learnt from this project to improve and make many more things.", "repo": "https://github.com/evang10b/F.D.R", "demo": "https://cad.onshape.com/documents/f5f7eb2614957307b4720381/w/03ec715962541749f9a71ff2/e/2d20b9c38ebb88ce5911f2c0?renderMode=0&uiState=6aa1dea27c9d8ff3623e4d59"}]...
|
[{"post_id": 65069, "ts": "202 [{"post_id": 65069, "ts": "2026-09-09T22:36:13Z", "hours": 2.3081, "text": "Finally finished it up and edited the GitHub. As a complete beginner at CAD, I’m kind of proud of myself, and I can totally do way better. I’d probably come back to this project and make much more drastic improvements, but for now it’s a milestone made. It’s been so long; I’m tired of working on it too, but it was such a cool experience."}, {"post_id": 59937, "ts": "2026-09-02T00:19:08Z", "hours": 3.2386, "text": "Adding my final touches, I’ll need to work on the GitHub repo, and then it will be ready to submit! I need to finish the case details and add a removable flashlight on its head"}, {"post_id": 53176, "ts": "2026-08-23T16:47:25Z", "hours": 4.9156, "text": "RIght now, F.D.R is going through its final stages of design. I’m currently having trouble figuring out where to put my beater disk and how to improve other aspects. I need to create a GitHub repository, which I have been postponing for a very long time (I do not know how to properly write one). I also want to know whether this is a software project or a hardware project. For now, I just put it as software, but I might be wrong"}, {"post_id": 42993, "ts": "2026-08-08T00:39:58Z", "hours": 6.0803, "text": "Onshape is genuinely starting to irritate me. I’ve been trying to fix whatever problem I don’t even know of for almost 2 hours. I’ve tried every single relation; I redid it twice. I’m literally going to just remove it as a whole."}, {"post_id": 41677, "ts": "2026-08-06T01:24:16Z", "hours": 4.9172, "text": "Futuristic Drone: This project is based on a project that was made by someone else. My goal is to add features that make the drone better. I’ve started working on the main parts. Im not sure if im going to make it irl but that could change."}]...
|
Title: F.D.R by @Evangel | Stardance
Devlogs:
Fut Title: F.D.R by @Evangel | Stardance
Devlogs:
Futuristic Drone: This project is based on a project that was made by someone else. My goal is to add features that make the drone better. I’ve started working on the main parts. Im not sure if im going to make it irl but that could change.
Onshape is genuinely starting to irritate me. I’ve been trying to fix whatever problem I don’t even know of for almost 2 hours. I’ve tried every single relation; I redid it twice. I’m literally going to just remove it as a whole.
RIght now, F.D.R is going through its final stages of design. I’m currently having trouble figuring out where to put my beater disk and how to improve other aspects. I need to create a GitHub repository, which I have been postponing for a very long time (I do not know how to properly write one). I also want to know whether this is a software project or a hardware project. For now, I just put it as software, but I might be wrong
Adding my final touches, I’ll need to work on the GitHub repo, and then it will be ready to submit! I need to finish the case details and add a removable flashlight on its head
Finally finished it up and edited the GitHub. As a complete beginner at CAD, I’m kind of proud of myself, and I can totally do way better. I’d probably come back to this project and make much more drastic improvements, but for now it’s a milestone made. It’s been so long; I’m tired of working on it too, but it was such a cool experience.
Ships:
After many hours of working on F.D.R., my own 3D-modeled drone, I am so happy to declare it shippable. It was quite challenging cause it was my first time actually working on anything 3D-modeled. It may come with some errors, but that is what I consider a learning process. I am so excited to get feedback on how to improve it, but for now I want to start working on new things. This project is purely practice for 3d modeling, so it only contains a 3d model. I cant wait to use the skills i have learnt from this project to improve and make many more things....
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1793339890.1041777
|
1793426290.1041777
|
|
44417
|
About me Web OS by @Olebsbo | Stardance
|
Olebsbo
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T21:45:55Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished my WebOS! It’s a simple WebOS themed with lots of pokemon art that I like. It contains an app for a welcome page, an art credit app, and a game app (For the reviewers, this was the thing that wasn’t on the guide). A challenge I had was that I’m not experienced in website development. I had to learn some new things, but I was able to use the guide and AI to help me learn, which made things easier. I should note that the website seems to have problems with the dark reader extension messing up the background, so if you have the dark reader extension, please disable it on the website. Thank you!", "repo": "https://github.com/Olebsbo/Olebsbo.github.io", "demo": "https://olebsbo.github.io"}]...
|
[{"post_id": 42900, "ts": "202 [{"post_id": 42900, "ts": "2026-08-07T21:06:54Z", "hours": 0.9303, "text": "Uhhh I think I just made this into another game devlog So you can play my stardance project Super Beach Ball in the website now! I embedded it into an app in the WebOS. I can now officially play my own video game unblocked at school :) I’ve also included an image below of the website without any apps open so you can enjoy Pokemon: The Last Supper properly I mainly started this project to learn about website building, so I think I’m ready to ship now!"}, {"post_id": 42426, "ts": "2026-08-07T03:45:59Z", "hours": 2.3406, "text": "I’ve added some basic window functionality. The windows move! You can close and open them as well. I’ve added a new app to find out where the art I used came from. Unfortunately, it seems like a lot of the artists have archived their work since I couldn’t find some of them, even when using google lense. I tried to list out as many of them as I could find. I also made the windows a bit transparent, so it looks pretty cool now."}, {"post_id": 42345, "ts": "2026-08-07T00:50:40Z", "hours": 1.6189, "text": "I’ve started work on a simple Web OS. I’ve always wanted to learn HTML and CSS, so this should be a good start! I made a website before using github pages, but I’m trying to learn more, so I’ve changed my user github page to be this project. I’ll probably mainly be using this project to learn some stuff about website development. For now, I’ve just added some basic stuff from the guide like a wallpaper, a welcome window, and a bar. I changed the bar to be on the side though because it just looks cooler that way :) Also the wallpaper is Pokemon: The Last Supper which I think is pretty cool"}]...
|
Title: About me Web OS by @Olebsbo | Stardance
De Title: About me Web OS by @Olebsbo | Stardance
Devlogs:
I’ve started work on a simple Web OS. I’ve always wanted to learn HTML and CSS, so this should be a good start! I made a website before using github pages, but I’m trying to learn more, so I’ve changed my user github page to be this project. I’ll probably mainly be using this project to learn some stuff about website development. For now, I’ve just added some basic stuff from the guide like a wallpaper, a welcome window, and a bar. I changed the bar to be on the side though because it just looks cooler that way :) Also the wallpaper is Pokemon: The Last Supper which I think is pretty cool
I’ve added some basic window functionality. The windows move! You can close and open them as well. I’ve added a new app to find out where the art I used came from. Unfortunately, it seems like a lot of the artists have archived their work since I couldn’t find some of them, even when using google lense. I tried to list out as many of them as I could find. I also made the windows a bit transparent, so it looks pretty cool now.
Uhhh I think I just made this into another game devlog So you can play my stardance project Super Beach Ball in the website now! I embedded it into an app in the WebOS. I can now officially play my own video game unblocked at school :) I’ve also included an image below of the website without any apps open so you can enjoy Pokemon: The Last Supper properly I mainly started this project to learn about website building, so I think I’m ready to ship now!
Ships:
I finished my WebOS! It’s a simple WebOS themed with lots of pokemon art that I like. It contains an app for a welcome page, an art credit app, and a game app (For the reviewers, this was the thing that wasn’t on the guide). A challenge I had was that I’m not experienced in website development. I had to learn some new things, but I was able to use the guide and AI to help me learn, which made things easier. I should note that the website seems to have problems with the dark reader extension messing up the background, so if you have the dark reader extension, please disable it on the website. Thank you!...
|
1793476366.5035167
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1793562766.5035167
|
|
44422
|
PlantCure.ai by @izaanhussain | Stardance
|
izaanhussain
|
1
|
4.34
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T15:30:02Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i built Plantcure.ai, it is a desktop app which detects plant diseases from leaf images using AI. The biggest challenge for me was tarining it on my no gpu laptop it took me 2-3 days to train it and packaging it into a windows app ,also fixing the version issues with tensorflow/keras. I’m proud that now it works offline, generates pdf reports and keeps history. To test it just download the release and run the .exe upload a infected plant leaf, click predict", "repo": "https://github.com/izaanhussain/plantcure.ai", "demo": "https://izaanhussain.hackclub.app/"}]...
|
[{"post_id": 54273, "ts": "202 [{"post_id": 54273, "ts": "2026-08-25T05:26:26Z", "hours": 0.3383, "text": "Plnatcure.ai was deployed on render and it was shipped but the reviewer rejected again said that it takes a long time finally agin struggling for hours i have deployed it on railway and will ship it again"}, {"post_id": 53870, "ts": "2026-08-24T15:58:57Z", "hours": 1.6392, "text": "Plantcure.ai idea has been changed from windows application to a website where anyone can test it , due to technical reasons i couldnt debug the issues with windows application (.exe)currently the project will get hosted on render pls do support me and the project"}, {"post_id": 51075, "ts": "2026-08-20T15:40:46Z", "hours": 0.3589, "text": "after many rejections from reviewers i have changed the ui/ux components as they caused errors and didnt run in other pcs. eill fix everything from scratch again and ship it soon😔"}, {"post_id": 42663, "ts": "2026-08-07T14:41:08Z", "hours": 0.4356, "text": "Plantcure.ai exe debugged and bundled for finale release 😭😭, will ship it soonn"}, {"post_id": 41961, "ts": "2026-08-06T14:23:39Z", "hours": 1.5175, "text": "Today i worked on my few months old ai/ml model i traided in my laptop with no gpu 😭which took 3 days to train the model on 70k+ plant disease kaggle dataset. stopped working on it after the training and predicting worked. Today i gave this project the ui/ux and tried to package it as an windows application after many trials and errors it finally worked, will continue on this project tomorrow where ill give final touches and release it on github/stardance. STAY TUNED!!"}]...
|
Title: PlantCure.ai by @izaanhussain | Stardance
Title: PlantCure.ai by @izaanhussain | Stardance
Devlogs:
Today i worked on my few months old ai/ml model i traided in my laptop with no gpu 😭which took 3 days to train the model on 70k+ plant disease kaggle dataset. stopped working on it after the training and predicting worked. Today i gave this project the ui/ux and tried to package it as an windows application after many trials and errors it finally worked, will continue on this project tomorrow where ill give final touches and release it on github/stardance. STAY TUNED!!
Plantcure.ai exe debugged and bundled for finale release 😭😭, will ship it soonn
after many rejections from reviewers i have changed the ui/ux components as they caused errors and didnt run in other pcs. eill fix everything from scratch again and ship it soon😔
Plantcure.ai idea has been changed from windows application to a website where anyone can test it , due to technical reasons i couldnt debug the issues with windows application (.exe)currently the project will get hosted on render pls do support me and the project
Plnatcure.ai was deployed on render and it was shipped but the reviewer rejected again said that it takes a long time finally agin struggling for hours i have deployed it on railway and will ship it again
Ships:
i built Plantcure.ai, it is a desktop app which detects plant diseases from leaf images using AI. The biggest challenge for me was tarining it on my no gpu laptop it took me 2-3 days to train it and packaging it into a windows app ,also fixing the version issues with tensorflow/keras. I’m proud that now it works offline, generates pdf reports and keeps history. To test it just download the release and run the .exe upload a infected plant leaf, click predict...
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1793476372.4375458
|
1793562772.4375458
|
|
44423
|
My personal site by @paulo | Stardance
|
paulo
|
1
|
5.4
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T21:01:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "https://zpaulin.com <- click here to access I developed this little personal site in about ~3 hours, it was an experiment to try out the interesting Y2K style (I like so much, I’m keeping it as my portfolio). The biggest challenge was making sure it doesn’t look like it was created in 2026. AI was used to find a cool color palette and some slight css adjustments.", "repo": "https://github.com/n7z/personal-site", "demo": "https://zpaulin.com"}]...
|
[{"post_id": 43006, "ts": "202 [{"post_id": 43006, "ts": "2026-08-08T01:09:45Z", "hours": 2.0239, "text": "Improved the Welcome and About me pages a lot bu added cool icons and GIFs, plus new Blog page coming soon."}, {"post_id": 42757, "ts": "2026-08-07T17:06:18Z", "hours": 0.3725, "text": "Refactored the Projects page’s style, using old windows pages as inspiration."}, {"post_id": 42217, "ts": "2026-08-06T20:46:24Z", "hours": 1.0803, "text": "The site is complete, and can be accessed via https://zpaulin.com"}, {"post_id": 42087, "ts": "2026-08-06T17:30:41Z", "hours": 1.0603, "text": "The site’s design is done. And it’s perfect. Next devlogs are going to be about the other pages (Projects, Setup and About me)."}, {"post_id": 42020, "ts": "2026-08-06T15:49:09Z", "hours": 1.2139, "text": "Currently working on getting a good overall style on Index page before moving on to the other pages."}]...
|
Title: My personal site by @paulo | Stardance
Dev Title: My personal site by @paulo | Stardance
Devlogs:
Currently working on getting a good overall style on Index page before moving on to the other pages.
The site’s design is done. And it’s perfect. Next devlogs are going to be about the other pages (Projects, Setup and About me).
The site is complete, and can be accessed via https://zpaulin.com
Refactored the Projects page’s style, using old windows pages as inspiration.
Improved the Welcome and About me pages a lot bu added cool icons and GIFs, plus new Blog page coming soon.
Ships:
https://zpaulin.com <- click here to access I developed this little personal site in about ~3 hours, it was an experiment to try out the interesting Y2K style (I like so much, I’m keeping it as my portfolio). The biggest challenge was making sure it doesn’t look like it was created in 2026. AI was used to find a cool color palette and some slight css adjustments....
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1793476376.5810583
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1793562776.5810583
|
|
44426
|
EchoEarth by @beshoysimon0 | Stardance
|
beshoysimon0
|
1
|
74.87
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T06:59:12Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I worked on making EchoEarth more production-ready by improving the core report-to-impact flow, strengthening the backend, handling edge cases, and testing how the different parts of the platform work together. The hardest part was making sure that reports, AI analysis, missions, evidence, verification, and impact stay consistent throughout the entire process. I’m proud that EchoEarth is now much more than a UI — it’s a connected system that turns environmental problems into community action. You can try the full experience through the project link above.", "repo": "https://github.com/beshoy2011/echoearth", "demo": "https://echoearth-orcin.vercel.app/"}]...
|
[{"post_id": 48544, "ts": "202 [{"post_id": 48544, "ts": "2026-08-16T23:42:53Z", "hours": 50.4344, "text": "I’m working on EchoEarth 🌍 — a platform that helps communities connect with verified cleanup heroes and turn local environmental action into something visible, trusted, and rewarding.I’m currently improving the platform and adding features that make it easier for people to discover, support, and take part in real cleanup efforts."}, {"post_id": 46129, "ts": "2026-08-13T04:15:36Z", "hours": 21.4356, "text": "Devlog #4 — 21 Hours In 🌍21 hours of work on EchoEarth so far.I’ve been fixing bugs, improving the UI, adding features, and making the project better step by step.Still a lot to do, but I’m happy with how it’s going.Back to coding. 🚀"}, {"post_id": 43126, "ts": "2026-08-08T06:57:13Z", "hours": 1.6847, "text": "Making EchoEarth Production-ReadyThis session was focused on strengthening EchoEarth behind the scenes.I worked on the engineering side of the project: improving reliability, validating critical API and database flows, strengthening error handling, and adding more automated testing around the report → AI → mission → verification → impact lifecycle.I also reviewed the project for edge cases like duplicate requests, invalid states, failed AI responses, upload failures, and concurrent actions.The goal wasn’t to add more features.It was to make the features that already exist more reliable, testable, and ready for real users."}, {"post_id": 43077, "ts": "2026-08-08T04:39:37Z", "hours": 0.7017, "text": "Today I worked on the final polish for EchoEarth before the competition demo. I focused on improving the first impression, making the Report → AI → Mission → Verification → Impact flow much clearer, and making the demo easier for a reviewer to understand within a minute.I also worked on improving the UX, loading and error states, mobile responsiveness, accessibility, and overall visual consistency without adding unnecessary features or changing the existing architecture.The goal was simple: make EchoEarth feel less like a prototype and more like a real product that people can actually trust and use."}, {"post_id": 42325, "ts": "2026-08-07T00:20:29Z", "hours": 0.9514, "text": "🚀 Building EchoEarth’s AI Cleanup Intelligence Today I focused on improving the core experience of EchoEarth, an AI-powered platform that helps communities report environmental issues and connects them with verified cleanup heroes. ✅ Progress made Designed the reporting workflow for litter, illegal dumping, and pollution incidents. Improved the AI pipeline that categorizes reports and determines their priority. Worked on the database structure for storing reports, locations, images, and cleanup status. Refined the user experience to make reporting faster and easier. Fixed several bugs and optimized the overall project architecture. 🔜 Next steps Integrate interactive maps for real-time incident tracking. Add volunteer and organization dashboards. Implement AI-generated recommendations for the fastest cleanup strategy. Begin testing with real-world environmental scenarios. Every update brings EchoEarth one step closer to making cities cleaner through the power of AI and community collaboration. 🌍♻️"}]...
|
Title: EchoEarth by @beshoysimon0 | Stardance
Dev Title: EchoEarth by @beshoysimon0 | Stardance
Devlogs:
🚀 Building EchoEarth’s AI Cleanup Intelligence Today I focused on improving the core experience of EchoEarth, an AI-powered platform that helps communities report environmental issues and connects them with verified cleanup heroes. ✅ Progress made Designed the reporting workflow for litter, illegal dumping, and pollution incidents. Improved the AI pipeline that categorizes reports and determines their priority. Worked on the database structure for storing reports, locations, images, and cleanup status. Refined the user experience to make reporting faster and easier. Fixed several bugs and optimized the overall project architecture. 🔜 Next steps Integrate interactive maps for real-time incident tracking. Add volunteer and organization dashboards. Implement AI-generated recommendations for the fastest cleanup strategy. Begin testing with real-world environmental scenarios. Every update brings EchoEarth one step closer to making cities cleaner through the power of AI and community collaboration. 🌍♻️
Today I worked on the final polish for EchoEarth before the competition demo. I focused on improving the first impression, making the Report → AI → Mission → Verification → Impact flow much clearer, and making the demo easier for a reviewer to understand within a minute.I also worked on improving the UX, loading and error states, mobile responsiveness, accessibility, and overall visual consistency without adding unnecessary features or changing the existing architecture.The goal was simple: make EchoEarth feel less like a prototype and more like a real product that people can actually trust and use.
Making EchoEarth Production-ReadyThis session was focused on strengthening EchoEarth behind the scenes.I worked on the engineering side of the project: improving reliability, validating critical API and database flows, strengthening error handling, and adding more automated testing around the report → AI → mission → verification → impact lifecycle.I also reviewed the project for edge cases like duplicate requests, invalid states, failed AI responses, upload failures, and concurrent actions.The goal wasn’t to add more features.It was to make the features that already exist more reliable, testable, and ready for real users.
Devlog #4 — 21 Hours In 🌍21 hours of work on EchoEarth so far.I’ve been fixing bugs, improving the UI, adding features, and making the project better step by step.Still a lot to do, but I’m happy with how it’s going.Back to coding. 🚀
I’m working on EchoEarth 🌍 — a platform that helps communities connect with verified cleanup heroes and turn local environmental action into something visible, trusted, and rewarding.I’m currently improving the platform and adding features that make it easier for people to discover, support, and take part in real cleanup efforts.
Ships:
I worked on making EchoEarth more production-ready by improving the core report-to-impact flow, strengthening the backend, handling edge cases, and testing how the different parts of the platform work together. The hardest part was making sure that reports, AI analysis, missions, evidence, verification, and impact stay consistent throughout the entire process. I’m proud that EchoEarth is now much more than a UI — it’s a connected system that turns environmental problems into community action. You can try the full experience through the project link above....
|
1792882033.3696225
|
1793746033.3696225
|
|
44448
|
Wild Personal Site by @Ri | Stardance
|
Ri
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T13:11:43Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made myself a custom website to gain experience in HTML and CSS, I like the idea of making custom websites. I’m proud that I decided to make it look more professional, after making the version 1 (you can still test it out, it’s in v1 folder in my repo). Understanding how animations work was kind of tough so I used Claude AI a lot for that. My site will be updated more in the future, maybe I’ll add more games or commissions section, but I gotta gain more experience yk (and I’ll probably work on the game, srry if it looks kinda ugly…)", "repo": "https://github.com/ri-buni/Wild-Personal-Site", "demo": "https://ri-buni.github.io/Wild-Personal-Site/"}]...
|
[{"post_id": 46853, "ts": "202 [{"post_id": 46853, "ts": "2026-08-14T11:47:38Z", "hours": 6.9356, "text": "#5 Devlog This session was all about making the site actually feel finished instead of a grey skeleton. ngl I leaned on Claude a LOT this time, mostly for the animations and getting the little game to work, cuz plain JS animation stuff is still kinda over my head.- The animationsThe big one was the scroll. I wanted the text and sections to fade up as you reach them, and the backgrounds to bloom in instead of just snapping. Claude pointed me at IntersectionObserver, which basically watches for when an element hits the screen and lets you fire something off. so every bit that should animate just gets a class added when it shows up.and the actual fade is pure CSS (opacity + a translateY that resets to 0). The whole page also still starts grey with filter: grayscale(100%) and blooms to colour when you reach About, same trick as last time but now it fades instead of snapping. On top of that i’ve got two full-screen photo backgrounds now, peonies behind About and two bunnies-in-grass behind Projects, and they crossfade as you scroll, each toggling a “show” class when its section is in view. honestly tuning the dark veils so the white text stays readable over the photos took me forever.-The mini gameI really wanted a tiny reward for the people who scroll all the way to the bottom, so I added a dino-style game in the MORE section, jump my bunny over the rocks. this is the part i used Claude the most for, not gonna lie. it’s a canvas game loop: gravity drags the bunny down every frame, you tap/space to jump, rocks scroll in from the right, score climbs and everything speeds up the longer you survive. collision is just basic box overlap:a.x < b.x+b.w && a.x+a.w > b.x && a.y < b.y+b.h && a.y+a.h > b.y- Images + ProjectsProjects is real now. each category (engineering, gamedev, music, coding) is a click-to-open accordion, and i dropped my fusion renders and a star catcher screenshot in, cropping them into clean squares with object-fit: cover so nothing stretches. i also added a live age counter that ticks every second, which was a fun little thing. one dumb mistake, I baked every image into the html as base64 at first and the file blew up to over a megabyte, so later I had to pull them all back out into normal image files.Claude did a lot of the heavy lifting on the animation logic and the game loop. i do actually understand what’s going on now though, which was kinda the point of doing it this way. (mb, my paragraphs somehow got deleted)"}, {"post_id": 45696, "ts": "2026-08-12T10:54:36Z", "hours": 1.9003, "text": "#4 Devlog I kept seeing other people’s portfolio sites looking way more professional than mine, so I decided to scrap the old tab thing and just remake the whole site from scratch. It’s one long scrolling page now instead of clicking tabs, sticky nav up top, a big hero with my name and my bunny, then About, Projects and Contact underneath. it already feels way cleaner to me. I wanted the site to start all grey and then have the background bloom into colour as you scroll. The colour draining was easy, just one CSS line, filter: grayscale(100%), but i could not figure out how to make the flower photo fade in at the right moment. So I asked Claude how to make the flowers fade in. For now Projects is just my real repos and games listed under each category, no images or hover stuff yet, and Contact is just links. Next session I really wanna make it feel finished, maybe add some some images, add little animations on the text, and a tiny game would be sick."}, {"post_id": 45234, "ts": "2026-08-11T16:01:21Z", "hours": 5.5928, "text": "#3 Devlog I kinda realized my site still didn’t have any actual content in it, just pretty buttons that led nowhere. So this session was all about turning it into a real portfolio instead of a demo. First big thing: project sub-tabs. Before, clicking “Engineering” or “Gamedev” did literally nothing. Now each one opens its own little page with the projects inside, plus a back arrow to get you out. This was basically the whole tab show/hide thing again but one layer deeper, and it took me a sec to figure out how to switch to sections that weren’t even in the nav. Ended up just giving every button a data-goto and reusing the same function: showSection(el.dataset.goto) Then I actually filled them with my real projects, pulling my repos and games and writing a short description for each. I split them into “finished” and “In Progress” so it’s honest about what’s actually done, what I’m still designing and made them sit 3 boxes to a row so it looks tidy. Ngl the most annoying part was images. I dropped my Fusion renders and a Star Catcher screenshot into each bubble, plus song covers into the music tab, cropping them all into neat squares with object-fit: cover; Getting pictures to fit without stretching is way fiddlier than I expected, and the file got kinda huge from baking them all in. Next, i really wanna make the whole thing feel more professional and add some animations, maybe the color fading in instead of just snapping on, or the bubbles doing something when you hover over them."}, {"post_id": 44129, "ts": "2026-08-09T18:11:15Z", "hours": 5.21, "text": "#2 Devlog So after the basic site, I wanted it to actually do stuff. First I swapped my scroll links for real tabs, which meant JavaScript, something I’d never touched: document.getElementById(id).classList.add(“active”) Then the fun part: making the whole thing start grayscale and burst into colors(it isn’t really “bursting into colors”, just changing grayscale colors to colorful whenever anything but Home is opened) when you open a tab. The color drain itself was easy, just one CSS line: filter: grayscale(100%); But i couldnt figure out how to make Home turn colorful again when you reopen it. I was genuinely stuck, so I asked Claude how to code the color change for Home. turns out you just yank the class off: page.classList.remove(“gray”) and since it’s a normal variable, it resets on refresh, which was exactly the “gray again if refreshed” thing I wanted. Kinda clicked after that. Then i went crazy on my bunny mascot. four versions on both sides of the title that swap between grayscale and pastel depending on the state. Had to cut the white background out but keep the white inside the bunny, way harder than it sounds. Smaller stuff after that: my real social links, three project bubbles stretched to fill the box, and a live age counter that ticks every second with setInterval(updateAge, 1000) I’m proud I worked for 5 hours today lol."}, {"post_id": 41874, "ts": "2026-08-06T11:02:48Z", "hours": 0.8422, "text": "#1 Devlog I split my project into two files: site.html for the content and style.css for the styling, connecting them with a tag in the . html(2nd picture): Inside the I built a holding my title and a of four links. Each link uses a jump-link (href=”#about”) that matches the id of a below it, so clicking scrolls the user to that part. I made four sections: Home, About Me, Projects, Socials. i filled them with boxes and links. I used a class for the project boxes since I wanted several styled the same way. css(1st pic): I wrote rules that target my HTML elements- a tag name like body, a class with a dot (.card), or an id with a hash. Each rule lists properties inside curly braces(idk how to make these look like a text from a code text): section { background-color: #ffffff; border: 2px solid #E78EA2; border-radius: 10px; padding: 20px; margin: 20px; } I used the pink color, because it was the color of my year(2011) and the font was like pantone"}]...
|
Title: Wild Personal Site by @Ri | Stardance
Devl Title: Wild Personal Site by @Ri | Stardance
Devlogs:
#1 Devlog I split my project into two files: site.html for the content and style.css for the styling, connecting them with a tag in the . html(2nd picture): Inside the I built a holding my title and a of four links. Each link uses a jump-link (href=”#about”) that matches the id of a below it, so clicking scrolls the user to that part. I made four sections: Home, About Me, Projects, Socials. i filled them with boxes and links. I used a class for the project boxes since I wanted several styled the same way. css(1st pic): I wrote rules that target my HTML elements- a tag name like body, a class with a dot (.card), or an id with a hash. Each rule lists properties inside curly braces(idk how to make these look like a text from a code text): section { background-color: #ffffff; border: 2px solid #E78EA2; border-radius: 10px; padding: 20px; margin: 20px; } I used the pink color, because it was the color of my year(2011) and the font was like pantone
#2 Devlog So after the basic site, I wanted it to actually do stuff. First I swapped my scroll links for real tabs, which meant JavaScript, something I’d never touched: document.getElementById(id).classList.add(“active”) Then the fun part: making the whole thing start grayscale and burst into colors(it isn’t really “bursting into colors”, just changing grayscale colors to colorful whenever anything but Home is opened) when you open a tab. The color drain itself was easy, just one CSS line: filter: grayscale(100%); But i couldnt figure out how to make Home turn colorful again when you reopen it. I was genuinely stuck, so I asked Claude how to code the color change for Home. turns out you just yank the class off: page.classList.remove(“gray”) and since it’s a normal variable, it resets on refresh, which was exactly the “gray again if refreshed” thing I wanted. Kinda clicked after that. Then i went crazy on my bunny mascot. four versions on both sides of the title that swap between grayscale and pastel depending on the state. Had to cut the white background out but keep the white inside the bunny, way harder than it sounds. Smaller stuff after that: my real social links, three project bubbles stretched to fill the box, and a live age counter that ticks every second with setInterval(updateAge, 1000) I’m proud I worked for 5 hours today lol.
#3 Devlog I kinda realized my site still didn’t have any actual content in it, just pretty buttons that led nowhere. So this session was all about turning it into a real portfolio instead of a demo. First big thing: project sub-tabs. Before, clicking “Engineering” or “Gamedev” did literally nothing. Now each one opens its own little page with the projects inside, plus a back arrow to get you out. This was basically the whole tab show/hide thing again but one layer deeper, and it took me a sec to figure out how to switch to sections that weren’t even in the nav. Ended up just giving every button a data-goto and reusing the same function: showSection(el.dataset.goto) Then I actually filled them with my real projects, pulling my repos and games and writing a short description for each. I split them into “finished” and “In Progress” so it’s honest about what’s actually done, what I’m still designing and made them sit 3 boxes to a row so it looks tidy. Ngl the most annoying part was images. I dropped my Fusion renders and a Star Catcher screenshot into each bubble, plus song covers into the music tab, cropping them all into neat squares with object-fit: cover; Getting pictures to fit without stretching is way fiddlier than I expected, and the file got kinda huge from baking them all in. Next, i really wanna make the whole thing feel more professional and add some animations, maybe the color fading in instead of just snapping on, or the bubbles doing something when you hover over them.
#4 Devlog I kept seeing other people’s portfolio sites looking way more professional than mine, so I decided to scrap the old tab thing and just remake the whole site from scratch. It’s one long scrolling page now instead of clicking tabs, sticky nav up top, a big hero with my name and my bunny, then About, Projects and Contact underneath. it already feels way cleaner to me. I wanted the site to start all grey and then have the background bloom into colour as you scroll. The colour draining was easy, just one CSS line, filter: grayscale(100%), but i could not figure out how to make the flower photo fade in at the right moment. So I asked Claude how to make the flowers fade in. For now Projects is just my real repos and games listed under each category, no images or hover stuff yet, and Contact is just links. Next session I really wanna make it feel finished, maybe add some some images, add little animations on the text, and a tiny game would be sick.
#5 Devlog This session was all about making the site actually feel finished instead of a grey skeleton. ngl I leaned on Claude a LOT this time, mostly for the animations and getting the little game to work, cuz plain JS animation stuff is still kinda over my head.- The animationsThe big one was the scroll. I wanted the text and sections to fade up as you reach them, and the backgrounds to bloom in instead of just snapping. Claude pointed me at IntersectionObserver, which basically watches for when an element hits the screen and lets you fire something off. so every bit that should animate just gets a class added when it shows up.and the actual fade is pure CSS (opacity + a translateY that resets to 0). The whole page also still starts grey with filter: grayscale(100%) and blooms to colour when you reach About, same trick as last time but now it fades instead of snapping. On top of that i’ve got two full-screen photo backgrounds now, peonies behind About and two bunnies-in-grass behind Projects, and they crossfade as you scroll, each toggling a “show” class when its section is in view. honestly tuning the dark veils so the white text stays readable over the photos took me forever.-The mini gameI really wanted a tiny reward for the people who scroll all the way to the bottom, so I added a dino-style game in the MORE section, jump my bunny over the rocks. this is the part i used Claude the most for, not gonna lie. it’s a canvas game loop: gravity drags the bunny down every frame, you tap/space to jump, rocks scroll in from the right, score climbs and everything speeds up the longer you survive. collision is just basic box overlap:a.x < b.x+b.w && a.x+a.w > b.x && a.y < b.y+b.h && a.y+a.h > b.y- Images + ProjectsProjects is real now. each category (engineering, gamedev, music, coding) is a click-to-open accordion, and i dropped my fusion renders and a star catcher screenshot in, cropping them into clean squares with object-fit: cover so nothing stretches. i also added a live age counter that ticks every second, which was a fun little thing. one dumb mistake, I baked every image into the html as base64 at first and the file blew up to over a megabyte, so later I had to pull them all back out into normal image files.Claude did a lot of the heavy lifting on the animation logic and the game loop. i do actually understand what’s going on now though, which was kinda the point of doing it this way. (mb, my paragraphs somehow got deleted)
Ships:
I made myself a custom website to gain experience in HTML and CSS, I like the idea of making custom websites. I’m proud that I decided to make it look more professional, after making the version 1 (you can still test it out, it’s in v1 folder in my repo). Understanding how animations work was kind of tough so I used Claude AI a lot for that. My site will be updated more in the future, maybe I’ll add more games or commissions section, but I gotta gain more experience yk (and I’ll probably work on the game, srry if it looks kinda ugly…)...
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1792878840.4684467
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1793742840.4684467
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44456
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3d Design Website by @zakorm | Stardance
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zakorm
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1
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3.23
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T10:43:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website showcasing all my 3d designs. The hard part was getting the font to work, it took me at least 20 minutes. I’m proud of the banner background, It looks exceptional. Its just a portfolio.", "repo": "https://github.com/zakorm/3d-design", "demo": "https://3d-design-zakorm.vercel.app/"}]...
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[{"post_id": 42408, "ts": "202 [{"post_id": 42408, "ts": "2026-08-07T03:02:40Z", "hours": 0.5211, "text": "added back button with the fixed property, so it wouldn’t move even when you scroll down."}, {"post_id": 42365, "ts": "2026-08-07T01:28:20Z", "hours": 0.7108, "text": "I added an about me button, which is just a border with the rounded-full tag."}, {"post_id": 41864, "ts": "2026-08-06T10:41:39Z", "hours": 1.0736, "text": "added backgrounds that have nice scrolling! basically made it look good. also added text"}, {"post_id": 41824, "ts": "2026-08-06T08:46:58Z", "hours": 0.3458, "text": "Added pictures and made them buttons to another page. Using next.js’s Image and Link"}, {"post_id": 41809, "ts": "2026-08-06T07:57:53Z", "hours": 0.6131, "text": "I started with the next.js standard file, and then worked from there. most of it is css so far, and I’m using tailwind for that, which is very convenient. The 3 texts are using the column method, which I have learned from my DT teacher that columns are the best. So: So far so good!"}]...
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Title: 3d Design Website by @zakorm | Stardance
D Title: 3d Design Website by @zakorm | Stardance
Devlogs:
I started with the next.js standard file, and then worked from there. most of it is css so far, and I’m using tailwind for that, which is very convenient. The 3 texts are using the column method, which I have learned from my DT teacher that columns are the best. So: So far so good!
Added pictures and made them buttons to another page. Using next.js’s Image and Link
added backgrounds that have nice scrolling! basically made it look good. also added text
I added an about me button, which is just a border with the rounded-full tag.
added back button with the fixed property, so it wouldn’t move even when you scroll down.
Ships:
I made a website showcasing all my 3d designs. The hard part was getting the font to work, it took me at least 20 minutes. I’m proud of the banner background, It looks exceptional. Its just a portfolio....
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1793480227.5750194
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1793566627.5750194
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44470
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The Space Calculator by @Coding-AN | Stardance
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Coding-AN
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1
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19.0
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47
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T21:44:39Z", "hours": 19.0, "multiplier": 2.41, "payout": 47, "blessing": "neutral", "text": "The Space Calculator is a Calculator created in C# and XAML using the Avalonia UI Framework. It has all of the features of a basic calculator, as well has having support for negative numbers, parentheses, answer storage, and calculation history. This app is the first time I’ve ever made a program with a GUI, and I’m really happy with how it turned out!", "repo": "https://github.com/Coding-AN/Space-Calculator", "demo": "https://github.com/Coding-AN/Space-Calculator/releases"}]...
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[{"post_id": 44590, "ts": "202 [{"post_id": 44590, "ts": "2026-08-10T13:39:38Z", "hours": 3.8783, "text": "The Space Calculator is finally ready to ship! Since the last devlog, I added buttons to remove a calculation in the history, and copy an expression’s value to the display. I also replaced the (+/-) button with an advanced mode menu, and moved it inside of it, along with parentheses and a button to add the last answer to the display. After that, I mainly just worked on presentation, updating the buttons to look nicer, creating a logo for the app, and finally adding the outer space theming! Although it might not look like much, I’m really happy with how this turned out, especially since it’s my first time making an app with a GUI."}, {"post_id": 43959, "ts": "2026-08-09T12:39:51Z", "hours": 2.69, "text": "I finally implemented history saving into the calculator and added a new font for the display! This time, it was really easy to implement the history! I made some notes on what I had left for the implementation, and using those, I got it done pretty easily! The only thing that took some time was styling and formatting, but overall it wasn’t that bad."}, {"post_id": 43831, "ts": "2026-08-09T08:15:43Z", "hours": 3.0514, "text": "I finally added proper text formatting! I was originally trying to fix a bug where the text on-screen wasn’t syncing with the text in the backend, and by fixing that I got the formatting to work properly! What happend was that the textbox control that held the on-screen text wasn’t syncing properly, so I replaced it with hotkeys that trigger the buttons instead, which made all the button input logic apply to the keyboard! After doing that, I quickly implemented basic negative number support as well. My code was also getting pretty messy, so I moved the calculator engine into another file to keep things clean. Overall, I’ve gotten past a huge roadblock! Now, it’s time to finish that history menu."}, {"post_id": 43223, "ts": "2026-08-08T11:08:06Z", "hours": 6.2917, "text": "These past 2 sessions were very unfruitful. First, I was trying to implement the history menu, but I was only able the get the menu working, no data. The other thing I was trying to do was intercept the textbox’s text to have proper formatting (ex. / -> ÷) and make the proper calculator functions work when typing directly, but that didn’t work. My goal for next session will probably be to make the history menu and then work on the theming."}, {"post_id": 42074, "ts": "2026-08-06T17:06:44Z", "hours": 1.6233, "text": "I added the calculation part of the calculator, and made all of the buttons work. I also started working on multiple operand support, and added in the buttons for negative numbers and history."}, {"post_id": 41901, "ts": "2026-08-06T12:15:38Z", "hours": 1.9431, "text": "Today, I started making my calculator, and implemented the basic visuals. I was originally going to write the backend logic first, and then make the frontend, but since this is my first time making an app with C# and XAML, I got stuck on implementing Commands and using the source generators and so decided to do the frontend first."}]...
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Title: The Space Calculator by @Coding-AN | Starda Title: The Space Calculator by @Coding-AN | Stardance
Devlogs:
Today, I started making my calculator, and implemented the basic visuals. I was originally going to write the backend logic first, and then make the frontend, but since this is my first time making an app with C# and XAML, I got stuck on implementing Commands and using the source generators and so decided to do the frontend first.
I added the calculation part of the calculator, and made all of the buttons work. I also started working on multiple operand support, and added in the buttons for negative numbers and history.
These past 2 sessions were very unfruitful. First, I was trying to implement the history menu, but I was only able the get the menu working, no data. The other thing I was trying to do was intercept the textbox’s text to have proper formatting (ex. / -> ÷) and make the proper calculator functions work when typing directly, but that didn’t work. My goal for next session will probably be to make the history menu and then work on the theming.
I finally added proper text formatting! I was originally trying to fix a bug where the text on-screen wasn’t syncing with the text in the backend, and by fixing that I got the formatting to work properly! What happend was that the textbox control that held the on-screen text wasn’t syncing properly, so I replaced it with hotkeys that trigger the buttons instead, which made all the button input logic apply to the keyboard! After doing that, I quickly implemented basic negative number support as well. My code was also getting pretty messy, so I moved the calculator engine into another file to keep things clean. Overall, I’ve gotten past a huge roadblock! Now, it’s time to finish that history menu.
I finally implemented history saving into the calculator and added a new font for the display! This time, it was really easy to implement the history! I made some notes on what I had left for the implementation, and using those, I got it done pretty easily! The only thing that took some time was styling and formatting, but overall it wasn’t that bad.
The Space Calculator is finally ready to ship! Since the last devlog, I added buttons to remove a calculation in the history, and copy an expression’s value to the display. I also replaced the (+/-) button with an advanced mode menu, and moved it inside of it, along with parentheses and a button to add the last answer to the display. After that, I mainly just worked on presentation, updating the buttons to look nicer, creating a logo for the app, and finally adding the outer space theming! Although it might not look like much, I’m really happy with how this turned out, especially since it’s my first time making an app with a GUI.
Ships:
The Space Calculator is a Calculator created in C# and XAML using the Avalonia UI Framework. It has all of the features of a basic calculator, as well has having support for negative numbers, parentheses, answer storage, and calculation history. This app is the first time I’ve ever made a program with a GUI, and I’m really happy with how it turned out!...
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1793436801.4957438
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1793523201.4957438
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44473
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Family To Do List by @dkperson | Stardance
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dkperson
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1
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2.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T10:55:01Z", "hours": 2.0, "multiplier": 1.94, "payout": 3, "blessing": "neutral", "text": "Hi guys. I was bored, so I was kinda trying to learn Python JSON. I then made this web application. I recently went on a trip with my family. It was kinda like a potluck, and my relatives who live in different cities came. Anyways, it was nice, but really really hectic. A lot of us had different things to do, and none of us kept track of tasks. So, yeah, that kinda inspired me to make this. You can add members, then assign them task(s) that needs to be done, and it will show up on the dashboard. Ik this isn’t much, but I’m kinda new to coding, so this feels like a lot lol! Thanks", "repo": "https://github.com/dkdk09/Family-To-Do-List", "demo": "https://familytodolist.dkdk.hackclub.app/"}]...
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[{"post_id": 41869, "ts": "202 [{"post_id": 41869, "ts": "2026-08-06T10:46:27Z", "hours": 0.3489, "text": "I learned how to deploy my to do list through NEST!"}, {"post_id": 41818, "ts": "2026-08-06T08:32:23Z", "hours": 1.3814, "text": "I made this family to do list tracker! It is useful if your family has an event coming up. Instead of things getting messy, you could use this to organize tasks effectively! I was bored so made this lol. It was my first time using JSON! Thank you guyss!!!"}]...
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Title: Family To Do List by @dkperson | Stardance
Title: Family To Do List by @dkperson | Stardance
Devlogs:
I made this family to do list tracker! It is useful if your family has an event coming up. Instead of things getting messy, you could use this to organize tasks effectively! I was bored so made this lol. It was my first time using JSON! Thank you guyss!!!
I learned how to deploy my to do list through NEST!
Ships:
Hi guys. I was bored, so I was kinda trying to learn Python JSON. I then made this web application. I recently went on a trip with my family. It was kinda like a potluck, and my relatives who live in different cities came. Anyways, it was nice, but really really hectic. A lot of us had different things to do, and none of us kept track of tasks. So, yeah, that kinda inspired me to make this. You can add members, then assign them task(s) that needs to be done, and it will show up on the dashboard. Ik this isn’t much, but I’m kinda new to coding, so this feels like a lot lol! Thanks...
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1793480228.7676346
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1793566628.7676346
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44478
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camera arm by @MaxMadeGG | Stardance
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MaxMadeGG
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1
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3.0
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16
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T07:07:42Z", "hours": 3.0, "multiplier": 5.0, "payout": 16, "blessing": "neutral", "text": "finished, you can now build it i hope it will be useful", "repo": "https://github.com/MaxMadeGG/camera-arm", "demo": ""}]...
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[{"post_id": 42725, "ts": "202 [{"post_id": 42725, "ts": "2026-08-07T16:20:05Z", "hours": 0.7683, "text": "Assembled all…and this time it’s perfect! You can finally build yours…files on github(note i’m currently making the readme)"}, {"post_id": 42471, "ts": "2026-08-07T07:06:25Z", "hours": 0.4003, "text": "upgraded the models to fix the arm that falls apart"}, {"post_id": 42012, "ts": "2026-08-06T15:41:57Z", "hours": 0.6, "text": "uhh…ok i assembled it…kinda falling apart but works…i will update it tomorrow or in some 2-3 weeks (the files are already available on my github) because i have a self-balancing robot that is waiting to be build…also good news my multimeter arrived so i can test the boost converter!"}, {"post_id": 41871, "ts": "2026-08-06T10:50:36Z", "hours": 0.7172, "text": "finished all the parts"}, {"post_id": 41839, "ts": "2026-08-06T09:29:17Z", "hours": 0.7839, "text": "I started modeling the first part…i finished it but then realized that the model is stupid…will never work…so wasted 30mins. So i started modeling again and that took me 15mins(model is simpler)…now it’s printing…lets hope it works🙏"}]...
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Title: camera arm by @MaxMadeGG | Stardance
Devlo Title: camera arm by @MaxMadeGG | Stardance
Devlogs:
I started modeling the first part…i finished it but then realized that the model is stupid…will never work…so wasted 30mins. So i started modeling again and that took me 15mins(model is simpler)…now it’s printing…lets hope it works🙏
finished all the parts
uhh…ok i assembled it…kinda falling apart but works…i will update it tomorrow or in some 2-3 weeks (the files are already available on my github) because i have a self-balancing robot that is waiting to be build…also good news my multimeter arrived so i can test the boost converter!
upgraded the models to fix the arm that falls apart
Assembled all…and this time it’s perfect! You can finally build yours…files on github(note i’m currently making the readme)
Ships:
finished, you can now build it i hope it will be useful...
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1793483247.2828786
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1793569647.2828786
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44495
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3d printer live view by @yaj_09 | Stardance
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yaj_09
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1
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26.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T17:27:46Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3D printer live view system using an ESP32 camera module. The most challenging part was transitioning to hardware and adapting an Arduino IDE project to work with the ESP32. I had to debug PWM dimming using analogWrite and fix compilation errors along the way. I’m proud of getting everything to successfully compile, logging 26 hours of work, and setting up sensor inputs to utilize the ESP32’s cams wireless features! To test it, you can view the source code and connect the ESP32 camera module to your local network.", "repo": "https://github.com/LogicGate752/Esp32cam-3d-printer-live-view", "demo": ""}]...
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[{"post_id": 60256, "ts": "202 [{"post_id": 60256, "ts": "2026-09-02T14:51:51Z", "hours": 16.0419, "text": "Started learning hardware by adapting an Arduino LED project to my ESP32. Used analogWrite(redPin, 40) to test PWM dimming, fixed a missing semicolon bug, and successfully compiled. Next up: reading sensor inputs to leverage the ESP32’s wireless features! part 2"}, {"post_id": 56707, "ts": "2026-08-28T16:01:11Z", "hours": 3.3167, "text": "i was learning coding part 1"}, {"post_id": 56594, "ts": "2026-08-28T12:36:16Z", "hours": 3.1725, "text": "watched few videos about programming on arduino ide. Learning basic coding on how to program an esp32 cam. Also saw how we can use arduino cloud to make web browsers for live feed."}, {"post_id": 53186, "ts": "2026-08-23T16:59:48Z", "hours": 1.1006, "text": "As a beginner diving into the world of computer science, learning to code through generic console exercises can feel abstract and disconnected. This project represents my shift into applied programming. Instead of writing code that stays trapped inside a text editor, I am using the Arduino IDE to build an independent, edge-hosted camera node that interacts directly with the physical world to monitor my 3D printer. i used youtube to learn some coding."}, {"post_id": 51856, "ts": "2026-08-21T18:38:13Z", "hours": 0.6189, "text": "This project implements an efficient, event-driven web-streaming server using the Arduino IDE framework to flash custom firmware directly onto an ESP32-CAM chip. Written entirely in embedded C++, the code maximizes the hardware’s dual-core architecture by multi-tasking network delivery and raw camera data processing without relying on any external operating system or resource-heavy cloud services."}, {"post_id": 50224, "ts": "2026-08-19T11:25:46Z", "hours": 1.3514, "text": "That is a massive milestone for this project! Designing or printing a custom case is one of the most practical steps you can take, especially for a 3D printing setup. The ESP32-CAM module has a loose camera ribbon cable and exposed solder joints, so getting it into a protective enclosure keeps it safe from accidental shorts on the printer’s frame."}, {"post_id": 49716, "ts": "2026-08-18T17:02:44Z", "hours": 0.8778, "text": "This project builds a compact, cost-effective, and fully wireless remote monitoring station for 3D printers using the ESP32-CAM micro-architecture. It addresses the critical need for continuous supervision during long print runs, mitigating risks like print failure (“spaghetti prints”) or hardware hazards.The system runs a lightweight local web server directly on the microcontroller chip, eliminating any dependence on third-party cloud applications. Users can open an interactive web browser dashboard on any local network device to monitor print progress via a continuous, low-latency live video feed. Furthermore, the interface includes a remote snapshot utility that temporarily switches the hardware sensor to High-Definition mode to capture, review, and store sharp, high-resolution progress updates on demand."}]...
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Title: 3d printer live view by @yaj_09 | Stardance Title: 3d printer live view by @yaj_09 | Stardance
Devlogs:
This project builds a compact, cost-effective, and fully wireless remote monitoring station for 3D printers using the ESP32-CAM micro-architecture. It addresses the critical need for continuous supervision during long print runs, mitigating risks like print failure (“spaghetti prints”) or hardware hazards.The system runs a lightweight local web server directly on the microcontroller chip, eliminating any dependence on third-party cloud applications. Users can open an interactive web browser dashboard on any local network device to monitor print progress via a continuous, low-latency live video feed. Furthermore, the interface includes a remote snapshot utility that temporarily switches the hardware sensor to High-Definition mode to capture, review, and store sharp, high-resolution progress updates on demand.
That is a massive milestone for this project! Designing or printing a custom case is one of the most practical steps you can take, especially for a 3D printing setup. The ESP32-CAM module has a loose camera ribbon cable and exposed solder joints, so getting it into a protective enclosure keeps it safe from accidental shorts on the printer’s frame.
This project implements an efficient, event-driven web-streaming server using the Arduino IDE framework to flash custom firmware directly onto an ESP32-CAM chip. Written entirely in embedded C++, the code maximizes the hardware’s dual-core architecture by multi-tasking network delivery and raw camera data processing without relying on any external operating system or resource-heavy cloud services.
As a beginner diving into the world of computer science, learning to code through generic console exercises can feel abstract and disconnected. This project represents my shift into applied programming. Instead of writing code that stays trapped inside a text editor, I am using the Arduino IDE to build an independent, edge-hosted camera node that interacts directly with the physical world to monitor my 3D printer. i used youtube to learn some coding.
watched few videos about programming on arduino ide. Learning basic coding on how to program an esp32 cam. Also saw how we can use arduino cloud to make web browsers for live feed.
i was learning coding part 1
Started learning hardware by adapting an Arduino LED project to my ESP32. Used analogWrite(redPin, 40) to test PWM dimming, fixed a missing semicolon bug, and successfully compiled. Next up: reading sensor inputs to leverage the ESP32’s wireless features! part 2
Ships:
I made a 3D printer live view system using an ESP32 camera module. The most challenging part was transitioning to hardware and adapting an Arduino IDE project to work with the ESP32. I had to debug PWM dimming using analogWrite and fix compilation errors along the way. I’m proud of getting everything to successfully compile, logging 26 hours of work, and setting up sensor inputs to utilize the ESP32’s cams wireless features! To test it, you can view the source code and connect the ESP32 camera module to your local network....
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1793494238.174053
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1793580638.174053
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44513
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"Space Dodge" game by @makaryrobernazim | "Space Dodge" game by @makaryrobernazim | Stardance...
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makaryrobernazim
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1
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3.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T12:10:30Z", "hours": 3.0, "multiplier": 1.11, "payout": 3, "blessing": "neutral", "text": "I made a game where you are in space and try to dodge particles. It was fun to make this project and I got help from @TechWithTim on YouTube. Just run the code and the game will open. You can move using left and right arrow keys or “A” and “D”.", "repo": "https://github.com/MakaryRober/Space-Dodge", "demo": "https://github.com/MakaryRober/Space-Dodge/releases/download/v.1.0.1/Space.Dodge.exe"}]...
|
[{"post_id": 41880, "ts": "202 [{"post_id": 41880, "ts": "2026-08-06T11:27:32Z", "hours": 3.025, "text": "I made a cool dodging game!!"}]...
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Title: "Space Dodge" game by @makaryrobern Title: "Space Dodge" game by @makaryrobernazim | Stardance
Devlogs:
I made a cool dodging game!!
Ships:
I made a game where you are in space and try to dodge particles. It was fun to make this project and I got help from @TechWithTim on YouTube. Just run the code and the game will open. You can move using left and right arrow keys or “A” and “D”....
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1793487177.4541209
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1793573577.4541209
|
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44516
|
HugoTab by @Makkonen | Stardance
|
Makkonen
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T19:57:29Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an website that uses an free Nasa API key to view nasas space picture of the day and the description, and i also added features like: an google search bar, custom purple style css, an quicklinks feature where you can delete quicklinks and add your own(they save into localstorage) the site shows the current date and time.This project was very challenging for me because i kept running into errors and bugs and then the API key wouldnt work but i managed to fix everything so now there is no errors!", "repo": "https://github.com/MakkonenHugo/HugoTab", "demo": "https://makkonenhugo.github.io/HugoTab/"}]...
|
[{"post_id": 43484, "ts": "202 [{"post_id": 43484, "ts": "2026-08-08T19:38:34Z", "hours": 2.3233, "text": "YESSSSS!!! i FINALLY got this to work! OOHH THIS WAS SO HARD TO DO! I ran into more bugs and errors than i can count but it was actually really easy now that im thinking about it, the Hugo space tab now has 4 default quick links, an google searchbar, ofcourse the nasa space picture of the day and the description, an purple theme, hover effects!, you can custom add quicklinks and they save to localstorage and todays date!"}, {"post_id": 41980, "ts": "2026-08-06T14:52:25Z", "hours": 1.1778, "text": "So i got the API to work (took me long enough) and got github to work too! I ran into some errors where everything i displayed was “unidentifyed” But it was just me who put the api wrong. So now i added an little bit of styling and i also added an search bar and an really small google search. I will make this project better in a bit.(the activate windows watermark shows a bit ik, sorry)"}]...
|
Title: HugoTab by @Makkonen | Stardance
Devlogs:
Title: HugoTab by @Makkonen | Stardance
Devlogs:
So i got the API to work (took me long enough) and got github to work too! I ran into some errors where everything i displayed was “unidentifyed” But it was just me who put the api wrong. So now i added an little bit of styling and i also added an search bar and an really small google search. I will make this project better in a bit.(the activate windows watermark shows a bit ik, sorry)
YESSSSS!!! i FINALLY got this to work! OOHH THIS WAS SO HARD TO DO! I ran into more bugs and errors than i can count but it was actually really easy now that im thinking about it, the Hugo space tab now has 4 default quick links, an google searchbar, ofcourse the nasa space picture of the day and the description, an purple theme, hover effects!, you can custom add quicklinks and they save to localstorage and todays date!
Ships:
I made an website that uses an free Nasa API key to view nasas space picture of the day and the description, and i also added features like: an google search bar, custom purple style css, an quicklinks feature where you can delete quicklinks and add your own(they save into localstorage) the site shows the current date and time.This project was very challenging for me because i kept running into errors and bugs and then the API key wouldnt work but i managed to fix everything so now there is no errors!...
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1793487183.5659618
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1793573583.5659618
|
|
44527
|
My-website2 by @AllyD | Stardance
|
AllyD
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T17:40:53Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that uses NASA API for daily pictures from NASA, it was a challenge to do it but I did it, with a little use of AI. I think now that i did it ,it is not that hard as I first thought. If anyone finds some errors or anything that could be fixed let me know.", "repo": "https://github.com/AllyD002/My-website2", "demo": "https://allyd002.github.io/My-website2/"}]...
|
[{"post_id": 44705, "ts": "202 [{"post_id": 44705, "ts": "2026-08-10T17:23:25Z", "hours": 3.4558, "text": "Just a basic site but I tried using NASA API for daily pictures from NASA, I think i did pretty good.(im sorry for my english, im trying to write without using translator)"}]...
|
Title: My-website2 by @AllyD | Stardance
Devlogs: Title: My-website2 by @AllyD | Stardance
Devlogs:
Just a basic site but I tried using NASA API for daily pictures from NASA, I think i did pretty good.(im sorry for my english, im trying to write without using translator)
Ships:
I made a website that uses NASA API for daily pictures from NASA, it was a challenge to do it but I did it, with a little use of AI. I think now that i did it ,it is not that hard as I first thought. If anyone finds some errors or anything that could be fixed let me know....
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1793447266.0872917
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1793533666.0872917
|
|
44538
|
FAHOS by @myreester | Stardance
|
myreester
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T09:31:20Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my Webos Fah os . this can run in web", "repo": "https://github.com/PEAKAKAME/Fah-OS", "demo": "https://peakakame.github.io/Fah-OS/"}]...
|
[{"post_id": 41899, "ts": "202 [{"post_id": 41899, "ts": "2026-08-06T12:14:16Z", "hours": 0.2503, "text": "my Fah OS"}]...
|
Title: FAHOS by @myreester | Stardance
Devlogs:
m Title: FAHOS by @myreester | Stardance
Devlogs:
my Fah OS
Ships:
This is my Webos Fah os . this can run in web...
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1793487187.8390985
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1793573587.8390985
|
|
44558
|
Bulletin Board by @dystap | Stardance
|
dystap
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T15:29:51Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a social media website inspired from old forums. I’m proud that I’m able to use the framework correctly. This is my first social media website & please no bad stuff I didn’t add moderation 😭 (except deleting posts manually)", "repo": "https://github.com/dystap/bulletin-board", "demo": "https://bulletinboard.pythonanywhere.com/"}]...
|
[{"post_id": 67419, "ts": "202 [{"post_id": 67419, "ts": "2026-09-13T14:50:31Z", "hours": 18.1453, "text": "I FIXED THE LOGIN HOME PAGE"}]...
|
Title: Bulletin Board by @dystap | Stardance
Devl Title: Bulletin Board by @dystap | Stardance
Devlogs:
I FIXED THE LOGIN HOME PAGE
Ships:
I made a social media website inspired from old forums. I’m proud that I’m able to use the framework correctly. This is my first social media website & please no bad stuff I didn’t add moderation 😭 (except deleting posts manually)...
|
1793339933.2631931
|
1793426333.2631931
|
|
44588
|
AI me by @zakorm | Stardance
|
zakorm
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T03:35:58Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a very basic bot because I couldn’t find any documentation. I also had to make it on another branch because the main one had some issues with overriding files or something, I don’t know, I tried all I could.", "repo": "https://github.com/zakorm/slack-first/blob/actual-one/", "demo": "https://app.slack.com/"}]...
|
[{"post_id": 42016, "ts": "202 [{"post_id": 42016, "ts": "2026-08-06T15:44:20Z", "hours": 0.4283, "text": "I only wrote 3 commands, the rest was fighting with github and ssh keys and branches and random stuff help meeeeeeee"}]...
|
Title: AI me by @zakorm | Stardance
Devlogs:
I on Title: AI me by @zakorm | Stardance
Devlogs:
I only wrote 3 commands, the rest was fighting with github and ssh keys and branches and random stuff help meeeeeeee
Ships:
I made a very basic bot because I couldn’t find any documentation. I also had to make it on another branch because the main one had some issues with overriding files or something, I don’t know, I tried all I could....
|
1793494349.821912
|
1793580749.821912
|
|
44599
|
HoloTab by @rasmus_stenlund | Stardance
|
rasmus_stenlund
|
1
|
4.59
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T15:59:34Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a new tab page that features the things I think are needed. At the top of the page, there is a clock with the local date and time of the user, and it dynamically updates every second. Underneath is a date selector to view any previous NASA APODs. At the bottom, there is a display of either today’s (default) APOD with title, date and explanation, or the date the user selected. I learned many new things such as how to use Date(), but I struggled a bit to get it to work. I like the style of the website and how it turned out.", "repo": "https://github.com/RasmusStenlund/holo-tab", "demo": "https://rasmusstenlund.github.io/holo-tab/"}]...
|
[{"post_id": 42856, "ts": "202 [{"post_id": 42856, "ts": "2026-08-07T20:06:28Z", "hours": 0.5889, "text": "My project had very long loading times and weird error messages. I tried to fix this by adding a connection to NASA when page loads, and save previously loaded APODs in a cache. There are however sometimes still a bit of loading time and sometimes an error, that is now however out of my control and is instead on NASA’s servers. I also made a unified fetch and load function."}, {"post_id": 42708, "ts": "2026-08-07T15:41:56Z", "hours": 1.6614, "text": "I added a date and time display at the top of the page based on the users local time. I also changed some of the colors, styled the date picker and other small polishing. I had some problems figuring out how I could display only what I wanted in the date display, but looking online I found some help om w3schools."}, {"post_id": 42281, "ts": "2026-08-06T22:17:48Z", "hours": 1.2964, "text": "I added some basic styling to the page and made a better html structure. I think the next step is to make date input and button actually work and style them. I did have a hard time trying to figure out why my page wasn’t getting styled, but it turned out to be because I forgot to link the stylesheet in the index.html file…"}, {"post_id": 42133, "ts": "2026-08-06T18:41:55Z", "hours": 1.3206, "text": "Added basic structure of website and connection with NASA API as instructed in the guide. Later I will start customizing and maybe adding some more features to it. I am currently displaying the date, title, image and explanation."}]...
|
Title: HoloTab by @rasmus_stenlund | Stardance
De Title: HoloTab by @rasmus_stenlund | Stardance
Devlogs:
Added basic structure of website and connection with NASA API as instructed in the guide. Later I will start customizing and maybe adding some more features to it. I am currently displaying the date, title, image and explanation.
I added some basic styling to the page and made a better html structure. I think the next step is to make date input and button actually work and style them. I did have a hard time trying to figure out why my page wasn’t getting styled, but it turned out to be because I forgot to link the stylesheet in the index.html file…
I added a date and time display at the top of the page based on the users local time. I also changed some of the colors, styled the date picker and other small polishing. I had some problems figuring out how I could display only what I wanted in the date display, but looking online I found some help om w3schools.
My project had very long loading times and weird error messages. I tried to fix this by adding a connection to NASA when page loads, and save previously loaded APODs in a cache. There are however sometimes still a bit of loading time and sometimes an error, that is now however out of my control and is instead on NASA’s servers. I also made a unified fetch and load function.
Ships:
I have made a new tab page that features the things I think are needed. At the top of the page, there is a clock with the local date and time of the user, and it dynamically updates every second. Underneath is a date selector to view any previous NASA APODs. At the bottom, there is a display of either today’s (default) APOD with title, date and explanation, or the date the user selected. I learned many new things such as how to use Date(), but I struggled a bit to get it to work. I like the style of the website and how it turned out....
|
1793494353.8639672
|
1793580753.8639672
|
|
44614
|
My first slack bot! by @Wiwi | Stardance
|
Wiwi
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T16:34:14Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my first Slack bot following the guide! Set up the code, added custom commands, and got it hosted 24/7 on Nest. The most challenging part was troubleshooting when things didn’t go as expected , but overcoming that makes me even more proud to have built my very first bot ever!", "repo": "https://github.com/wardazahoor4-boop/conateta-slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 42018, "ts": "202 [{"post_id": 42018, "ts": "2026-08-06T15:48:07Z", "hours": 1.0778, "text": "conateta-slack-bot. I built my first Slack bot following the guide! Set up the code, added custom commands, and got it hosted 24/7 on Nest."}]...
|
Title: My first slack bot! by @Wiwi | Stardance
D Title: My first slack bot! by @Wiwi | Stardance
Devlogs:
conateta-slack-bot. I built my first Slack bot following the guide! Set up the code, added custom commands, and got it hosted 24/7 on Nest.
Ships:
I built my first Slack bot following the guide! Set up the code, added custom commands, and got it hosted 24/7 on Nest. The most challenging part was troubleshooting when things didn’t go as expected , but overcoming that makes me even more proud to have built my very first bot ever!...
|
1793501292.0383162
|
1793587692.0383162
|
|
44633
|
WikiGame by @anael | Stardance
|
anael
|
1
|
10.0
|
94
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T20:42:29Z", "hours": 10.0, "multiplier": 9.89, "payout": 94, "blessing": "neutral", "text": "I have built a web application called WikiGame. WikiGame is an online game in which you are given a random Wikipedia start page and must reach a designated target page using only the hyperlinks present within the articles. The most challenging part was the Wikipedia page requests and Flask session setup. I had no clue how either of them worked which made me rework their systems multiple times. I am proud of making a project after such a long time. I had taken a break from tech (coding etc) last years, and it feels good to be back. The game instructions are mentioned. My advice for playing the game would be to find country pages as soon as possible as those are the best linked. To see the game records, you need to to go to the “/history” route rather than play or index. I intentionally didn’t leave a button in the header as I wanted the game records to be kept online but separate. Play a few rounds! I hope yall enjoy it!", "repo": "https://github.com/anaelm1/WikiGame", "demo": "https://wiki-game-phi.vercel.app/"}]...
|
[{"post_id": 42863, "ts": "202 [{"post_id": 42863, "ts": "2026-08-07T20:24:10Z", "hours": 1.2878, "text": "DEVLOG 3 (last) Finally wrote the readme and made the project complete. Check out and play the game at: https://wiki-game-phi.vercel.app/ If u don’t know how to play, visit the project page. (Go to /history to get database records) Let me know what you think!"}, {"post_id": 42682, "ts": "2026-08-07T15:15:16Z", "hours": 3.8092, "text": "DEVLOG 2 My WikiGame is complete althought there is room for a lot of improvements. I completed the basics too, added a database, and even hosted it on Vercel. I wanted to add an AI to find the most optimized part, but it would require deep machine learning knowlodge. So, I will do that in future maybe. The website is live tho I am gonna share the link when I write the readme as well. The interface is plain and simple, cuz I don’t like CSS and I am also trying to follow the Wikipedia aesthetics. I might need to add compatibility with phones etc in the future. See screenshots of the interface, a page and the history page:"}, {"post_id": 42058, "ts": "2026-08-06T16:43:36Z", "hours": 4.4167, "text": "DEVLOG 1 I started a new project “WikiGame” so check out the game’s description. Today I did these things: Made the structure of the game on a piece of paper for better brainstorming. Implemented the Wikipedia API (took a lot of convo with Gemini). Made the whole (almost) flask backend which renders the pages locally, gives random start and target pages, keeps score, goes to the win page when you reach target. I still need to do cover some more things like making the database infrastructure etc. Would love some feedback! (Check my Github page)"}]...
|
Title: WikiGame by @anael | Stardance
Devlogs:
DE Title: WikiGame by @anael | Stardance
Devlogs:
DEVLOG 1 I started a new project “WikiGame” so check out the game’s description. Today I did these things: Made the structure of the game on a piece of paper for better brainstorming. Implemented the Wikipedia API (took a lot of convo with Gemini). Made the whole (almost) flask backend which renders the pages locally, gives random start and target pages, keeps score, goes to the win page when you reach target. I still need to do cover some more things like making the database infrastructure etc. Would love some feedback! (Check my Github page)
DEVLOG 2 My WikiGame is complete althought there is room for a lot of improvements. I completed the basics too, added a database, and even hosted it on Vercel. I wanted to add an AI to find the most optimized part, but it would require deep machine learning knowlodge. So, I will do that in future maybe. The website is live tho I am gonna share the link when I write the readme as well. The interface is plain and simple, cuz I don’t like CSS and I am also trying to follow the Wikipedia aesthetics. I might need to add compatibility with phones etc in the future. See screenshots of the interface, a page and the history page:
DEVLOG 3 (last) Finally wrote the readme and made the project complete. Check out and play the game at: https://wiki-game-phi.vercel.app/ If u don’t know how to play, visit the project page. (Go to /history to get database records) Let me know what you think!
Ships:
I have built a web application called WikiGame. WikiGame is an online game in which you are given a random Wikipedia start page and must reach a designated target page using only the hyperlinks present within the articles. The most challenging part was the Wikipedia page requests and Flask session setup. I had no clue how either of them worked which made me rework their systems multiple times. I am proud of making a project after such a long time. I had taken a break from tech (coding etc) last years, and it feels good to be back. The game instructions are mentioned. My advice for playing the game would be to find country pages as soon as possible as those are the best linked. To see the game records, you need to to go to the “/history” route rather than play or index. I intentionally didn’t leave a button in the header as I wanted the game records to be kept online but separate. Play a few rounds! I hope yall enjoy it!...
|
1793501295.1142747
|
1793587695.1142747
|
|
44647
|
ThetaNexus by @lix | Stardance
|
lix
|
1
|
90.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T10:09:48Z", "hours": 90.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made A terminal app for Windows that keeps every container, image, volume and network in one list, and lets you start and stop them, follow logs, watch live stats and see why a healthcheck is failing without opening Docker Desktop. I made ThetaNexus because I wanted to make something that would help me learn Docker, how it works, what it is and to create a tool that helps other developers control their Docker environment. What was challenging Learning a new library, making a UI that looks good, which was harder than I expected. There were also a lot of things in C# that I did not know existed. What I am proud of That this helped me to actually learn Docker. I have never really used Docker but I know it is a really popular and useful tool among developers. Some developers use it every day, some less, some don’t. And as I mentioned above… I wanted to make something that would help me learn it and a tool that helps you control it. How to try it Download the latest release from ThetaNexus on GitHub and run it. It installs into your user folder and adds ThetaNexus to your PATH, so you can start it by typing thetanexus in any terminal, but Windows Terminal is recommended.", "repo": "https://github.com/lixtheyt/ThetaNexus", "demo": "https://github.com/lixtheyt/ThetaNexus/releases/latest"}]...
|
[{"post_id": 67701, "ts": "202 [{"post_id": 67701, "ts": "2026-09-13T21:56:12Z", "hours": 0.2522, "text": "Final review and fixing bugs While code reviewing we found few more bugs. They are now fixed!"}, {"post_id": 67671, "ts": "2026-09-13T20:39:06Z", "hours": 7.8197, "text": "I choose… SHIPPING! Okay, so it is here! Another project that I made and that I am proud of! I made the README file and used the style that Helyx has, because I am very keen on it. I also worked on the GitHub page so it has everything it needs. What else did I do… The installer is done, the logos and banners are done too, and while reviewing the codebase we found some bugs, but they are fixed now. And yeah, I think that is all! I will probably start working on another project from my profile now, but I am not sure which one yet."}, {"post_id": 66760, "ts": "2026-09-12T17:26:52Z", "hours": 9.4697, "text": "Final upgrades? So, I think this is like a final features devlog that I am making for ThetaNexus. I think it is already kinda done and it already has everything it should have. I still have to set up the GitHub page and write all documents like README file, LICENSE, etc. But let’s now talk about new stuff that I added! I rewrote the logs screen and added more features to it. So now you can search in it, adjust tail, clear and save to file and more. I also added a new screen that lets you create and start a container from an image. It validates everything before it sends anything to the engine. For instance, if the port you picked is already taken, it tells you instead of failing halfway. Another new screen is a help screen. It lists all of the keys for each screen and explains what each one does. Nothing really insane but for some people this may be very useful. I also added a lot of new features like pruning all over ThetaNexus and many more! Finally, I’ve done some UI changes and code changes to improve the UX and make everything more readable and understandable. Okay, so yeah, I am going to write up the README and make the GitHub Page and then I will move to another project that I plan to make. Right now, I am still not sure which one I will make… but probably one that I won’t have troubles to make since Stardance ends in 18 days!!"}, {"post_id": 65621, "ts": "2026-09-10T21:20:24Z", "hours": 9.0289, "text": "Repolished stats Have you ever heard the phrase… “It’s easier said than done.” Well, that is exactly how I would call this what I just experienced while repolishing stats. The thing that made this even harder to do is that I am currently ill and I don’t feel very good and focused. I made 4 screens where each one is for a specific component… CPU Memory Network Disk Each one prints specific info, I tried to make sure that everything that you might need to know and see will be printed in the screen. And if you are only interested in the usage or how should I call it, then you can see all of the 4 components and their usage by clicking the key ‘g’. It will print a whole screen with only graphs of usage of each component. I think this new repolished version looks very nice and cool! It turned out pretty well. You may also notice that some of the elements look like from btop++. Well, it’s simple! I was mainly inspired by btop++ for this new stats screen. I am thinking of what to add next, but nothing comes to my mind… I might clean the whole codebase next devlog and ship it and move onto a new project… but yeah, we will see…"}, {"post_id": 64394, "ts": "2026-09-08T18:43:09Z", "hours": 9.2883, "text": "More actions?? Ordering everywhere?? So first, I added “more actions” screens to containers because wanting to put everything into a footer wouldn’t look so great. Before this, the only actions you could do to containers were: start/stop raw JSON logs stats shell well, now you can do all of this: start/stop restart pause/unpause kill remove raw JSON logs stats shell So now you have bigger control in ThetaNexus over containers. You can use these actions by pressing the ‘.’ button, it opens more actions screen. BTW, you don’t have to open it, but it just opens a selection menu where you can either pick it, or it shows keybinds to it. Also, now in the main list you have ordering in ALL sections! Before you could only order containers how you wanted but now you can do that same thing with images, volumes and networks! Ordering is also now remembered, so when you go from one section to another in the main list, you won’t have to select the order you had. Oh yeah and guess what! Now I am moving on to redo the stats! Finally!!! haha"}, {"post_id": 63176, "ts": "2026-09-06T20:47:08Z", "hours": 9.9453, "text": "All sections are done!!!! What next? I finished all of the sections soo… containers images volumes networks events And yes… their details/info screens are done too! I introduced a simple and understandable dictionary where I use details when something has more than 1 screen and info when it has only 1 screen. For instance, you have ContainerDetails, but on the other hand you have VolumeInfo. Okay, so what I did in this devlog you may be wondering… I made networks & events sections and their own info screens. I also leveled up ImageInfo to ImageDetails. Based on what I said above, you may understand what it now has. I just realized I forgot to add ordering to the other sections in main list… only containers have it for now but I WILL ADD IT!! I also plan to probably upgrade almost every info screen to a details screen so you can do more things and have more actions available in general. I also want to add more features to ContainerDetails because I want you to have full control over the container in ThetaNexus. I also plan to check every .cs file and check the logic, because I think it changed a lot from the first one that I used in containers, so yeah, that will be my first priority when I add all features I want to. So a review… BTW, I did not forget about redoing the stats!"}, {"post_id": 62417, "ts": "2026-09-05T19:20:58Z", "hours": 9.2444, "text": "Another section is done!! More features! Okay guys, so today, I locked in! Mainly because it’s Saturday (weekend) and school days are very close. Okay so… what I added? What a great question! I added a new section for VOLUMES. Firstly you can see some basic info such as driver, mounted by and when it was created. When you open it, you can see more info: Driver Scope Mountpoint Created Project and what containers it is mounted by. This info screen has functions to view: raw JSON copy name browse delete I also added a new design feature for displaying success, warning and error messages all over ThetaNexus! I also fixed some small bugs that were making ThetaNexus look a little bit glitchy, they were noticeable but that’s now fixed! I plan to finish the other sections so networks and events and I still have to change the stats screen. I did not forget that! Probably containers will receive a new feature in the next devlogs, but maybe I’ll scrap that idea… we will see how much will I like it and see it useful."}, {"post_id": 61533, "ts": "2026-09-04T14:20:12Z", "hours": 9.7336, "text": "Details functions prepared to work! Okay so I have finished all of the details functions and they all work so: raw JSON logs stats shell are all done! Well, stats still has to be redone because I want to change the design as I mentioned in a past devlog. I don’t want to do it now so I went to work on images rendering on the main list. Yes, images rendering. I am thinking of doing all of those sections now in main list since they are like the core of ThetaNexus and stats function could be also done at the end. Okay so yeah, I made the images rendering which you can see in the image and I am also working on details functions for images. Of course it won’t be the same as the container’s details functions file because containers and images are just not the same. I also made a tiny edit of the rendering of the screens so it looks nicer. I am thinking that maybe ThetaNexus won’t have that many functions because Stardance ends very soon and I have school but yeah… we will see about that! UPDATE (edit): Looks like no image details are coming. When I was at the end of finishing I noticed how dumb it was and just made a basic info one instead."}, {"post_id": 60540, "ts": "2026-09-02T22:58:50Z", "hours": 8.4425, "text": "Details screen done! Logs are done too! I finished making the other detail screens. So now all of them are completed! Overview, env, mounts, networks and health. Let me explain what each screen does… Overview: Shows you the basic info about your container. Status, created date, started date, image, command, ports, number of restarts, hardware limits and project it is assigned to. Env: Shows you environment variables. At first, they are hidden. You have to press the key ‘V’ to reveal them. Mounts: Shows every path where the container has a mount. (not writing to itself) Networks: Shows you which networks the container is attached to, and what it can reach. It shows IPv4, Gateway and aliases. Health: Shows you the container’s current health state. It also shows you how many probes have failed in a row and the last 5 probe results. Okay, screens done! I also finished one of the core functions that details screen has! THE LOGS! Here is what Logs do if you for some reason don’t know… Logs: Shows you the last 500 lines the container wrote, from both of its output streams."}, {"post_id": 58857, "ts": "2026-08-31T13:11:48Z", "hours": 8.7758, "text": "Some screens are done! So main details screen is finished. On the main overview screen you can read status of the container, date of creation, start date, image, command, ports, restarts, limits and the project it is assigned to. Right now I am working on the Stats screen under details and on other screens such as: env mounts networks health Stats are right now my priority because let me tell you, this is really difficult to make. I also don’t like the current design so I am going to redo it ahhhhh. But for now it shows the CPU usage, Memory usage, Network info so download & upload and number of processes. But I will probably make it show a huge graph of each of these things. I am also losing sanity, because I found out that I don’t know nothing. I genuinely sometimes just stare at the method thinking of how to do it and then redoing it 50 times. Ahhh this is way more difficult than making Helyx to be honest… too much math and calculating each window… Well, wish me luck."}, {"post_id": 57412, "ts": "2026-08-29T15:39:43Z", "hours": 3.9572, "text": "Playing with the new libraries, drafting interfaces and functions Since I’ve never used the Docker.DotNet library, I first have to understand it before I can build something with it. So I was making some basic functions with it to actually learn something from it. It isn’t going smoothly but we are getting somewhere. Claude Code is a huge help here. For instance, I NEVER came across the CancellationTokenSource class before, so I had no idea what it does and how it works. But yeah, now I do haha. I edited some design elements so it will look nicer. I also added start/stop functionality and I am still working on the container details screen. My plan is to make ThetaNexus have most of the features Docker Desktop has on Windows. It will depend on how much time I have until Stardance ends and also time after school, because I want to make a few more projects but yeah, I will try my best to put as many features as possible into ThetaNexus."}, {"post_id": 53361, "ts": "2026-08-23T21:34:31Z", "hours": 3.6033, "text": "The beginning I was working on the main list (menu), where you can see all of your: Containers Images Volumes Networks Events I was drafting a lot of TUI styles, because I wasn’t sure what design I wanted ThetaNexus to have, but at the end, I landed on a similar one as Helyx uses. I still have to learn the Docker.DotNet library that is being used here. I also know only the basics of Docker so I hope this will also teach me something. For now, you can check photos and rate the design I selected in comments. Right now you can only see your containers and collapse them, but you can also order them by: NAME STATE IMAGE PORTS CPU MEM UP One way or another! I plan to add details & start/stop very soon and also a whole control panel in details for that specific container so be ready!"}]...
|
Title: ThetaNexus by @lix | Stardance
Devlogs:
Th Title: ThetaNexus by @lix | Stardance
Devlogs:
The beginning I was working on the main list (menu), where you can see all of your: Containers Images Volumes Networks Events I was drafting a lot of TUI styles, because I wasn’t sure what design I wanted ThetaNexus to have, but at the end, I landed on a similar one as Helyx uses. I still have to learn the Docker.DotNet library that is being used here. I also know only the basics of Docker so I hope this will also teach me something. For now, you can check photos and rate the design I selected in comments. Right now you can only see your containers and collapse them, but you can also order them by: NAME STATE IMAGE PORTS CPU MEM UP One way or another! I plan to add details & start/stop very soon and also a whole control panel in details for that specific container so be ready!
Playing with the new libraries, drafting interfaces and functions Since I’ve never used the Docker.DotNet library, I first have to understand it before I can build something with it. So I was making some basic functions with it to actually learn something from it. It isn’t going smoothly but we are getting somewhere. Claude Code is a huge help here. For instance, I NEVER came across the CancellationTokenSource class before, so I had no idea what it does and how it works. But yeah, now I do haha. I edited some design elements so it will look nicer. I also added start/stop functionality and I am still working on the container details screen. My plan is to make ThetaNexus have most of the features Docker Desktop has on Windows. It will depend on how much time I have until Stardance ends and also time after school, because I want to make a few more projects but yeah, I will try my best to put as many features as possible into ThetaNexus.
Some screens are done! So main details screen is finished. On the main overview screen you can read status of the container, date of creation, start date, image, command, ports, restarts, limits and the project it is assigned to. Right now I am working on the Stats screen under details and on other screens such as: env mounts networks health Stats are right now my priority because let me tell you, this is really difficult to make. I also don’t like the current design so I am going to redo it ahhhhh. But for now it shows the CPU usage, Memory usage, Network info so download & upload and number of processes. But I will probably make it show a huge graph of each of these things. I am also losing sanity, because I found out that I don’t know nothing. I genuinely sometimes just stare at the method thinking of how to do it and then redoing it 50 times. Ahhh this is way more difficult than making Helyx to be honest… too much math and calculating each window… Well, wish me luck.
Details screen done! Logs are done too! I finished making the other detail screens. So now all of them are completed! Overview, env, mounts, networks and health. Let me explain what each screen does… Overview: Shows you the basic info about your container. Status, created date, started date, image, command, ports, number of restarts, hardware limits and project it is assigned to. Env: Shows you environment variables. At first, they are hidden. You have to press the key ‘V’ to reveal them. Mounts: Shows every path where the container has a mount. (not writing to itself) Networks: Shows you which networks the container is attached to, and what it can reach. It shows IPv4, Gateway and aliases. Health: Shows you the container’s current health state. It also shows you how many probes have failed in a row and the last 5 probe results. Okay, screens done! I also finished one of the core functions that details screen has! THE LOGS! Here is what Logs do if you for some reason don’t know… Logs: Shows you the last 500 lines the container wrote, from both of its output streams.
Details functions prepared to work! Okay so I have finished all of the details functions and they all work so: raw JSON logs stats shell are all done! Well, stats still has to be redone because I want to change the design as I mentioned in a past devlog. I don’t want to do it now so I went to work on images rendering on the main list. Yes, images rendering. I am thinking of doing all of those sections now in main list since they are like the core of ThetaNexus and stats function could be also done at the end. Okay so yeah, I made the images rendering which you can see in the image and I am also working on details functions for images. Of course it won’t be the same as the container’s details functions file because containers and images are just not the same. I also made a tiny edit of the rendering of the screens so it looks nicer. I am thinking that maybe ThetaNexus won’t have that many functions because Stardance ends very soon and I have school but yeah… we will see about that! UPDATE (edit): Looks like no image details are coming. When I was at the end of finishing I noticed how dumb it was and just made a basic info one instead.
Another section is done!! More features! Okay guys, so today, I locked in! Mainly because it’s Saturday (weekend) and school days are very close. Okay so… what I added? What a great question! I added a new section for VOLUMES. Firstly you can see some basic info such as driver, mounted by and when it was created. When you open it, you can see more info: Driver Scope Mountpoint Created Project and what containers it is mounted by. This info screen has functions to view: raw JSON copy name browse delete I also added a new design feature for displaying success, warning and error messages all over ThetaNexus! I also fixed some small bugs that were making ThetaNexus look a little bit glitchy, they were noticeable but that’s now fixed! I plan to finish the other sections so networks and events and I still have to change the stats screen. I did not forget that! Probably containers will receive a new feature in the next devlogs, but maybe I’ll scrap that idea… we will see how much will I like it and see it useful.
All sections are done!!!! What next? I finished all of the sections soo… containers images volumes networks events And yes… their details/info screens are done too! I introduced a simple and understandable dictionary where I use details when something has more than 1 screen and info when it has only 1 screen. For instance, you have ContainerDetails, but on the other hand you have VolumeInfo. Okay, so what I did in this devlog you may be wondering… I made networks & events sections and their own info screens. I also leveled up ImageInfo to ImageDetails. Based on what I said above, you may understand what it now has. I just realized I forgot to add ordering to the other sections in main list… only containers have it for now but I WILL ADD IT!! I also plan to probably upgrade almost every info screen to a details screen so you can do more things and have more actions available in general. I also want to add more features to ContainerDetails because I want you to have full control over the container in ThetaNexus. I also plan to check every .cs file and check the logic, because I think it changed a lot from the first one that I used in containers, so yeah, that will be my first priority when I add all features I want to. So a review… BTW, I did not forget about redoing the stats!
More actions?? Ordering everywhere?? So first, I added “more actions” screens to containers because wanting to put everything into a footer wouldn’t look so great. Before this, the only actions you could do to containers were: start/stop raw JSON logs stats shell well, now you can do all of this: start/stop restart pause/unpause kill remove raw JSON logs stats shell So now you have bigger control in ThetaNexus over containers. You can use these actions by pressing the ‘.’ button, it opens more actions screen. BTW, you don’t have to open it, but it just opens a selection menu where you can either pick it, or it shows keybinds to it. Also, now in the main list you have ordering in ALL sections! Before you could only order containers how you wanted but now you can do that same thing with images, volumes and networks! Ordering is also now remembered, so when you go from one section to another in the main list, you won’t have to select the order you had. Oh yeah and guess what! Now I am moving on to redo the stats! Finally!!! haha
Repolished stats Have you ever heard the phrase… “It’s easier said than done.” Well, that is exactly how I would call this what I just experienced while repolishing stats. The thing that made this even harder to do is that I am currently ill and I don’t feel very good and focused. I made 4 screens where each one is for a specific component… CPU Memory Network Disk Each one prints specific info, I tried to make sure that everything that you might need to know and see will be printed in the screen. And if you are only interested in the usage or how should I call it, then you can see all of the 4 components and their usage by clicking the key ‘g’. It will print a whole screen with only graphs of usage of each component. I think this new repolished version looks very nice and cool! It turned out pretty well. You may also notice that some of the elements look like from btop++. Well, it’s simple! I was mainly inspired by btop++ for this new stats screen. I am thinking of what to add next, but nothing comes to my mind… I might clean the whole codebase next devlog and ship it and move onto a new project… but yeah, we will see…
Final upgrades? So, I think this is like a final features devlog that I am making for ThetaNexus. I think it is already kinda done and it already has everything it should have. I still have to set up the GitHub page and write all documents like README file, LICENSE, etc. But let’s now talk about new stuff that I added! I rewrote the logs screen and added more features to it. So now you can search in it, adjust tail, clear and save to file and more. I also added a new screen that lets you create and start a container from an image. It validates everything before it sends anything to the engine. For instance, if the port you picked is already taken, it tells you instead of failing halfway. Another new screen is a help screen. It lists all of the keys for each screen and explains what each one does. Nothing really insane but for some people this may be very useful. I also added a lot of new features like pruning all over ThetaNexus and many more! Finally, I’ve done some UI changes and code changes to improve the UX and make everything more readable and understandable. Okay, so yeah, I am going to write up the README and make the GitHub Page and then I will move to another project that I plan to make. Right now, I am still not sure which one I will make… but probably one that I won’t have troubles to make since Stardance ends in 18 days!!
I choose… SHIPPING! Okay, so it is here! Another project that I made and that I am proud of! I made the README file and used the style that Helyx has, because I am very keen on it. I also worked on the GitHub page so it has everything it needs. What else did I do… The installer is done, the logos and banners are done too, and while reviewing the codebase we found some bugs, but they are fixed now. And yeah, I think that is all! I will probably start working on another project from my profile now, but I am not sure which one yet.
Final review and fixing bugs While code reviewing we found few more bugs. They are now fixed!
Ships:
What I made A terminal app for Windows that keeps every container, image, volume and network in one list, and lets you start and stop them, follow logs, watch live stats and see why a healthcheck is failing without opening Docker Desktop. I made ThetaNexus because I wanted to make something that would help me learn Docker, how it works, what it is and to create a tool that helps other developers control their Docker environment. What was challenging Learning a new library, making a UI that looks good, which was harder than I expected. There were also a lot of things in C# that I did not know existed. What I am proud of That this helped me to actually learn Docker. I have never really used Docker but I know it is a really popular and useful tool among developers. Some developers use it every day, some less, some don’t. And as I mentioned above… I wanted to make something that would help me learn it and a tool that helps you control it. How to try it Download the latest release from ThetaNexus on GitHub and run it. It installs into your user folder and adds ThetaNexus to your PATH, so you can start it by typing thetanexus in any terminal, but Windows Terminal is recommended....
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1793342832.6761436
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1793429232.6761436
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44655
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pl_illuminati by @Cool_Cat3275 | Stardance
|
Cool_Cat3275
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1
|
5.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T19:36:25Z", "hours": 5.0, "multiplier": 1.29, "payout": 7, "blessing": "neutral", "text": "I have made a payload map for Team Fortress 2 using hammer. It is my first map I have made in TF2 so I wanted it to be simple. It was kind of challenging finding a good tutorial and making everything work for my application, but in the end it worked!", "repo": "https://github.com/CoolCat3275/pl_illuminati", "demo": "https://wyattmckenzie.com/pl_illuminati.mp4"}]...
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[{"post_id": 47094, "ts": "202 [{"post_id": 47094, "ts": "2026-08-14T18:50:30Z", "hours": 0.8072, "text": "Got the texture fixed, also added installation scripts to make installation easier. I think it is ready to be shipped once I add a demo video"}, {"post_id": 42085, "ts": "2026-08-06T17:26:48Z", "hours": 4.5083, "text": "So, I have made the first version of this map, it has a cart, track, The Illuminati, and basic things. Some things I need to add are making The Illuminati spin and bob, adding some actual decoration, and make a readme.md for the REPO. Past that I am pretty much done with it. I just took the screenshot and the texture didn’t load… I will need to fix that… The screenshot with texture is from the VM with the work"}]...
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Title: pl_illuminati by @Cool_Cat3275 | Stardance
Title: pl_illuminati by @Cool_Cat3275 | Stardance
Devlogs:
So, I have made the first version of this map, it has a cart, track, The Illuminati, and basic things. Some things I need to add are making The Illuminati spin and bob, adding some actual decoration, and make a readme.md for the REPO. Past that I am pretty much done with it. I just took the screenshot and the texture didn’t load… I will need to fix that… The screenshot with texture is from the VM with the work
Got the texture fixed, also added installation scripts to make installation easier. I think it is ready to be shipped once I add a demo video
Ships:
I have made a payload map for Team Fortress 2 using hammer. It is my first map I have made in TF2 so I wanted it to be simple. It was kind of challenging finding a good tutorial and making everything work for my application, but in the end it worked!...
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1793469179.4795444
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1793555579.4795444
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44663
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chatbot by @dhruvanshjariwala | Stardance
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dhruvanshjariwala
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1
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8.0
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8
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T17:47:04Z", "hours": 8.0, "multiplier": 1.0, "payout": 8, "blessing": "neutral", "text": "just a parody chatbot and i am proud it", "repo": "https://github.com/codemaster010pro/chat_bot", "demo": "https://chat-bot-ui-2cqb.onrender.com/"}]...
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[{"post_id": 42096, "ts": "202 [{"post_id": 42096, "ts": "2026-08-06T17:40:30Z", "hours": 7.8158, "text": "just making parody chatbot"}]...
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Title: chatbot by @dhruvanshjariwala | Stardance
Title: chatbot by @dhruvanshjariwala | Stardance
Devlogs:
just making parody chatbot
Ships:
just a parody chatbot and i am proud it...
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1793505328.3846538
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1793591728.3846538
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44671
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My own site! by @remychristiano | Stardance
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remychristiano
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T07:09:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built StarDance as my own website to bring my creativity and web development skills to life. I wanted to create something of my own and share it with other people online. One of the challenging parts was putting the website together and making sure the different parts worked as expected. Working on this project helped me learn more about building websites, solving problems, and turning an idea into something people can actually use. I’m proud that I took the initiative to build my own project and bring my idea closer to reality. This is an important step in my journey as a young developer, and I hope to keep improving my skills by building more projects. You can try StarDance using the Try project link and explore the website yourself. I’d love for people to check it out and share their feedback!", "repo": "https://github.com/M-ash-max/personal-site", "demo": "https://youtu.be/16-GrqcRtcE"}]...
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[{"post_id": 83592, "ts": "202 [{"post_id": 83592, "ts": "2026-10-28T06:51:36Z", "hours": 1.4964, "text": "i’m finally done with everything you can now check out my first portfolio live"}]...
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Title: My own site! by @remychristiano | Stardance Title: My own site! by @remychristiano | Stardance
Devlogs:
i’m finally done with everything you can now check out my first portfolio live
Ships:
I built StarDance as my own website to bring my creativity and web development skills to life. I wanted to create something of my own and share it with other people online. One of the challenging parts was putting the website together and making sure the different parts worked as expected. Working on this project helped me learn more about building websites, solving problems, and turning an idea into something people can actually use. I’m proud that I took the initiative to build my own project and bring my idea closer to reality. This is an important step in my journey as a young developer, and I hope to keep improving my skills by building more projects. You can try StarDance using the Try project link and explore the website yourself. I’d love for people to check it out and share their feedback!...
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1793515761.0143933
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1793602161.0143933
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44673
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QuantBlock by @Sameed | Stardance
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Sameed
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1
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18.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T19:36:05Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "QuantBlock is an interactive web-app that allows users to create algorithmic trading strategies using drag-and-drop blocks. It utilizes a python backend called QuantLab (I hope that explains any confusion about the name and banner). Users can then backtest thier strategy on a vast amount of stock data and obtain valuable metrics like the Sharpe Ratio.", "repo": "https://github.com/Sdinn67/QuantLab", "demo": "https://quantlab-1.onrender.com/"}]...
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[{"post_id": 51237, "ts": "202 [{"post_id": 51237, "ts": "2026-08-20T19:31:14Z", "hours": 1.7372, "text": "Added the final touches to the frontend. Added a feedback section, element explainer and a strategy explainer. I also added some premade strategies just as an example."}, {"post_id": 50544, "ts": "2026-08-19T18:54:03Z", "hours": 4.1831, "text": "I made some visual changes to the frontend. And I add the sharpe ratio which is one of the most useful financial metric for evaluating a strategy."}, {"post_id": 44639, "ts": "2026-08-10T15:21:44Z", "hours": 3.2414, "text": "DEVLOG 2: I added a section to create your own variable from the available indicators. You can create a variable by multiplying, dividing, adding, or subtracting any two indicators. This variable can then be used in the main condition. How it works in the backend is that the variable assignment is sent as a json tree to the backend. At the backend the json tree is parsed to calculate the value of the variable and the it is added to the main dataframe where it is accessible by the main condition."}, {"post_id": 42624, "ts": "2026-08-07T13:21:51Z", "hours": 8.5736, "text": "QuantBlock is a web app inspired by Scratch, built for beginners to play around with algorithmic stock trading strategies without writing any code. The web app also backtests these strategies and outputs the returns. Users can build strategies using simple drag-and-drop elements. Right now, there are 8 indicators and 2 operators, but soon more will be added. The UI is inspired by early 2000s GUIs and the Bloomberg terminal.The front-end is written using the HTML, CSS, and JavaScript stack. The front-end simply converts the user-defined strategy and sends it to a Python backend where all the processing happens. This backend then returns the final portfolio value, the percentage return, and the daily portfolio value in an array so that it can be displayed on a graph.Disclaimer: The demo is not fully functional yet.Future work:-Better Documentation-More indicators and the ability to create custom indicators-Bug Fixes"}]...
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Title: QuantBlock by @Sameed | Stardance
Devlogs: Title: QuantBlock by @Sameed | Stardance
Devlogs:
QuantBlock is a web app inspired by Scratch, built for beginners to play around with algorithmic stock trading strategies without writing any code. The web app also backtests these strategies and outputs the returns. Users can build strategies using simple drag-and-drop elements. Right now, there are 8 indicators and 2 operators, but soon more will be added. The UI is inspired by early 2000s GUIs and the Bloomberg terminal.The front-end is written using the HTML, CSS, and JavaScript stack. The front-end simply converts the user-defined strategy and sends it to a Python backend where all the processing happens. This backend then returns the final portfolio value, the percentage return, and the daily portfolio value in an array so that it can be displayed on a graph.Disclaimer: The demo is not fully functional yet.Future work:-Better Documentation-More indicators and the ability to create custom indicators-Bug Fixes
DEVLOG 2: I added a section to create your own variable from the available indicators. You can create a variable by multiplying, dividing, adding, or subtracting any two indicators. This variable can then be used in the main condition. How it works in the backend is that the variable assignment is sent as a json tree to the backend. At the backend the json tree is parsed to calculate the value of the variable and the it is added to the main dataframe where it is accessible by the main condition.
I made some visual changes to the frontend. And I add the sharpe ratio which is one of the most useful financial metric for evaluating a strategy.
Added the final touches to the frontend. Added a feedback section, element explainer and a strategy explainer. I also added some premade strategies just as an example.
Ships:
QuantBlock is an interactive web-app that allows users to create algorithmic trading strategies using drag-and-drop blocks. It utilizes a python backend called QuantLab (I hope that explains any confusion about the name and banner). Users can then backtest thier strategy on a vast amount of stock data and obtain valuable metrics like the Sharpe Ratio....
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1793332233.2971332
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1793418633.2971332
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44676
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Duck CEO by @vatsamalakar | Stardance
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vatsamalakar
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1
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6.0
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42
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T21:03:45Z", "hours": 6.0, "multiplier": 7.3, "payout": 42, "blessing": "neutral", "text": "I made Duck CEO, a small game where your boss is a duck. He gives you tasks like drink water or go outside. If you finish them in time, he is okay with you. If you ignore them, he gets mad and can fire you. The hard part was making the game fair. At first every task had the same short timer, so easy tasks were fine but real ones were impossible. I had to give each task its own time, keep the duck still feel strict, and make sure your progress saved if you refreshed the page. I’m proud that it feels like a real boss, not just a to-do list. The duck has moods, a log of what you did, and a firing screen. The joke is clear, the rules are simple, and the whole thing fits on one page.", "repo": "https://github.com/vatsamalakar/DuckCEO", "demo": "https://duck-ceo.vercel.app/"}]...
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[{"post_id": 44229, "ts": "202 [{"post_id": 44229, "ts": "2026-08-09T21:01:20Z", "hours": 0.805, "text": "Duck CEO is finally a small, complete product. It has one page, one boss, and one career. You clock in, the duck assigns you work, and you either complete it or disappoint him while he keeps score. The final build includes a task pool that mixes useful and ridiculous assignments, individual deadlines for each task, a patience system with moods ranging from Pleased to Terminated, a performance log, persistent progress through local storage, and a firing screen complete with a humiliating rehire button. I also kept the visual language consistent with the printed office memo aesthetic and the repository small enough to understand, build, and run without unnecessary complexity. The real goal was never to build another productivity suite. It was to make a simple system where the player actually feels judged by a fictional duck. The timers, mood changes, performance log, animations, and termination screen all exist to make that feeling stronger. If someone finishes the game feeling slightly guilty for disappointing a mallard, then the systems have done their job. For now, the duck is monitoring output, the pond is outside, and your employment is entirely dependent on whether you do what you were told."}, {"post_id": 44156, "ts": "2026-08-09T18:46:04Z", "hours": 1.1933, "text": "Devlog 9: Keeping the Game Small on PurposeSince Duck CEO is intentionally a small, focused game, I wanted the codebase to reflect that same philosophy. The project only really needs a handful of surfaces: the boss panel, assignment cards, performance log, fired notice, and the controls that connect everything together. Adding more components, packages, and styling would not make the duck any funnier. It would only make the project harder to understand, slower to install, and more difficult to maintain. This phase became an exercise in subtraction. I replaced the idea of using a large component library with a single reusable Button primitive and kept dependencies limited to what the application actually needs, including React, TanStack, Tailwind, and a few small utility packages. I also reorganized the file structure around the actual game, with files for the duck, routes, styles, and portrait instead of a collection of generic or unused components. Keeping the CSS focused was another priority so the visual style could remain lightweight while still maintaining the printed office memo aesthetic. The goal was not minimalism just for the sake of having fewer files. It was about ownership and making the project easy for someone else to understand. If a stranger opens the repository, they should be able to immediately find the parts that make Duck CEO work. After removing the unnecessary pieces, everything important still worked exactly as before. Patience still drops, tasks still expire, the duck still judges you, and the ridiculous tasks still get their appropriate deadlines. That was the proof that the extra complexity was never carrying the experience. The duck was."}, {"post_id": 43631, "ts": "2026-08-09T00:23:36Z", "hours": 1.0214, "text": "Once the core loop, boss system, and deadlines were working, the next step was giving the project a clear identity. I wanted Duck CEO to feel like a real website that someone could open, share, and take seriously for at least five seconds before realizing that their manager is a mallard. This meant treating every part of the interface as part of the experience rather than leaving behind generic framework or template content. I updated the page title and description so everything consistently identifies the project as Duck CEO. I also rewrote the Open Graph information so that when the site is shared, the preview immediately communicates the idea of a tiny productivity game where a disappointed duck keeps score. The README was rewritten to explain what the project is, how to run it, and how to build it, while the header, footer, 404 page, and error states were all given the same dry sense of humor. Even small details, such as the footer disclaimer that “This duck is not a licensed manager,” help make the world feel consistent. This was also the stage where the project became much closer to something I could actually ship. The application can be run locally with npm run dev and built for production with npm run build and npm start. The technical stack provides the delivery system, but the product itself is still Duck CEO. My final test was simple: close the editor, open the browser, and ask whether it looks like Duck CEO or just a prototype that happens to contain a duck. After this pass, it finally felt like the former."}, {"post_id": 43073, "ts": "2026-08-08T04:32:41Z", "hours": 0.7264, "text": "Playtesting revealed an important problem with the original timing system: every task was given roughly the same 45-second deadline. While this seemed simple at first, it quickly became clear that different tasks required very different amounts of time. A task like “Put your phone face down” could easily be completed within that window, while something like “Eat something that isn’t beige” could require much more time. When the timing became impossible rather than challenging, the humor started to feel frustrating instead of funny. The duck could be demanding, but he still needed to give the player a reasonable chance to succeed. To fix this, I changed tasks from simple strings into individual definitions with their own lifetimes. Quick obedience tasks receive around 30-45 seconds, desk-sized tasks receive around 60-75 seconds, tasks that require leaving the desk get around 90 seconds, and tasks that require actually going somewhere or doing something more involved can receive up to three minutes. When a task is issued, its deadline is now calculated using its specific lifetime rather than relying on one universal timer. I also updated the progress bar so that it uses each task’s total duration, making the level of urgency accurate regardless of how long the task has to be completed. This ended up being one of the most important design improvements in the project. The underlying pressure system stayed exactly the same, but the pacing became much more natural. The player can still feel the constant pressure of having a demanding boss without feeling like they are being set up to fail. It was a good reminder that even a deliberately unfair character needs fair rules underneath the joke, the duck can be unreasonable, but the game itself shouldn’t be."}, {"post_id": 43058, "ts": "2026-08-08T03:46:05Z", "hours": 0.2769, "text": "After the core structure and mechanics were working, I shifted my attention toward how the application actually feels when the duck is judging the player. I wanted the visual style to reinforce the workplace satire rather than look like a typical productivity application. I settled on a visual language built around paper textures, ink-like elements, monochrome labels, bold display headlines, and duck-yellow accents. Instead of the soft colors and polished appearance often associated with modern productivity apps, I wanted it to feel like a printed office memo that had somehow become interactive. I also gave animations a very specific purpose rather than adding motion everywhere. The duck waddles when he is idle to make him feel alive, shakes when the player ignores work to show frustration, and uses a slam-in animation when new paperwork arrives on the desk. These three animations were enough to give the interface personality without making it feel like a toy. I also added more aggressive visual styling to urgent tasks when their deadlines get close, allowing the interface to communicate increasing pressure through color and countdowns without needing additional instructions. Overall, this phase was about making the satire immediately understandable. Every visual decision needed to support the idea that the player is sitting at a desk while being watched by an increasingly impatient boss. The goal was that someone could open the application for only a few seconds and immediately understand the relationship: the duck is in charge, paperwork is coming, and ignoring it is probably a bad idea."}, {"post_id": 42832, "ts": "2026-08-07T19:32:55Z", "hours": 0.2669, "text": "At this stage of development, I wanted to make the boss feel like an actual character rather than just a system that tracks tasks. A timer or task list can tell you what needs to be done, but a boss needs a face, a personality, and a way to react to your performance. I started by making the duck the visual centerpiece of the executive panel, giving him a suit and an animated idle waddle so he still feels alive even when nothing is happening. I also added a shake animation whenever work is ignored, making the boss’s reactions much more immediate. I then connected the duck’s mood directly to the user’s patience level. As patience decreases, his titles change from Pleased and Neutral to Concerned, Disappointed, Final Warning, and eventually Terminated. I also added DONE and IGNORED counters along with a patience bar that becomes increasingly threatening as trust disappears. These elements turn what could have been simple statistics into visible signs of how the player’s relationship with the boss is changing. Finally, I redesigned the surrounding interface to feel less like a traditional productivity dashboard and more like an internal workplace memo. Assignments are presented like work slips, while the performance record reads like an increasingly concerning employee file. If the player is eventually fired, the termination screen includes an ignored-task roast, formal firing language, and an embarrassing option to reapply for the job. These changes helped establish the central joke of the project: completing tasks is no longer just about checking boxes. The duck is watching, judging, and remembering."}, {"post_id": 42316, "ts": "2026-08-06T23:49:15Z", "hours": 0.3719, "text": "One of the most important improvements I made during this stage of development was adding persistence. At first, saving data seemed like a simple technical requirement, but I quickly realized it was actually a major part of the experience. Without persistence, the application would feel like a temporary demo where users could simply refresh the page to escape their consequences. By saving progress, the world feels more continuous and the user’s actions actually matter. The implementation itself was straightforward: application state is serialized whenever changes occur, stored locally in the browser, and restored whenever the user returns. If the stored data becomes corrupted or unavailable, the system safely falls back to creating a fresh profile instead of breaking. This approach keeps the experience reliable while allowing the user’s career, patience, and ignored tasks to continue across sessions. Adding persistence also pushed me to rethink the structure of my data. I needed the state to be simple, predictable, and easy to save and restore. If a piece of data was difficult to serialize, it was usually a sign that the architecture was becoming unnecessarily complicated. The final design keeps the underlying systems clean and lets the personality of the project come from the writing, reactions, and interactions rather than overly complex code. The result is an experience that feels less like a small browser project and more like a job the user has accidentally committed to."}, {"post_id": 42193, "ts": "2026-08-06T20:07:55Z", "hours": 0.3942, "text": "After establishing the foundation of the project, I focused on creating the core loop that makes the fantasy actually work. The goal was to build a simple but effective system where every action has a consequence. On each tick, open tasks slowly move closer to their deadlines, expired tasks reduce patience, increase the ignored task count, and add disappointment messages to the activity log. Completing tasks has the opposite effect by restoring some patience and creating positive feedback through praise messages. One of the biggest design decisions was keeping the mechanics intentionally minimal. It would have been easy to add features like streaks, levels, rewards, or cosmetics, but those additions would have distracted from the main idea. The humor comes from the simple cycle of receiving work, deciding how to handle it, and being judged by the system. I also added limits to task generation so new tasks appear at a controlled pace instead of overwhelming the user with endless responsibilities. I also had to solve the challenge of maintaining progress between sessions. Since data is stored in the browser, the application needed to properly load saved state without creating conflicts between server rendering and client-side data. I added a loading state before hydration so the user’s progress could load smoothly and the experience could continue across refreshes. This process showed me that a strong experience does not always require complex mechanics, the most important part is making sure every system supports the intended feeling. If the loop creates a small amount of funny stress and makes the user want to respond, then the design is working."}, {"post_id": 42158, "ts": "2026-08-06T19:21:22Z", "hours": 0.2528, "text": "Once the writing felt solid, I translated the joke into state. The whole game lives in one object: patience, completed, ignored, open tasks, a performance log, last issue time, fired flag, start time. That object is your career. Completing a task is not “checking a box” it is surviving another review cycle. Ignoring one is not missing a reminder, it is giving the duck evidence. Early rules I wrote down before coding: Pressure should accumulate slowly, not spike randomly Success should feel cold, not celebratory Failure should feel administrative, not dramatic Getting fired should be inevitable if you treat it like a joke This phase was systems design disguised as comedy. Patience is the health bar. Tasks are tickets. The log is your permanent record. The duck is not a mascot. He is the win/lose condition."}, {"post_id": 42129, "ts": "2026-08-06T18:34:48Z", "hours": 0.4472, "text": "Duck CEO did not start as a framework decision. It started as a sentence: you work for a duck, and the duck is keeping score. I wanted a productivity game that felt like corporate satire, not a joke app with emoji and badges. The duck had to sound like middle management: understated, judgmental, slightly bureaucratic. If the writing failed, the timers and UI would not save it. So phase one was content only: Assignment copy that sits between self-care and absurdity (“Drink water.” / “Eat something that isn’t beige.” / “Do not think about the duck.”) Praise that barely approves you (“Acceptable.” / “You may keep your desk.”) Disappointment that escalates without yelling (“The duck says nothing. That’s worse.” / “The duck has scheduled a meeting. No agenda.”) This log is about locking tone before mechanics. The game is basically a delivery system for that voice. Get the voice wrong and you have a fancy todo list. Get it right and a mallard in a suit feels like HR."}]...
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Title: Duck CEO by @vatsamalakar | Stardance
Devl Title: Duck CEO by @vatsamalakar | Stardance
Devlogs:
Duck CEO did not start as a framework decision. It started as a sentence: you work for a duck, and the duck is keeping score. I wanted a productivity game that felt like corporate satire, not a joke app with emoji and badges. The duck had to sound like middle management: understated, judgmental, slightly bureaucratic. If the writing failed, the timers and UI would not save it. So phase one was content only: Assignment copy that sits between self-care and absurdity (“Drink water.” / “Eat something that isn’t beige.” / “Do not think about the duck.”) Praise that barely approves you (“Acceptable.” / “You may keep your desk.”) Disappointment that escalates without yelling (“The duck says nothing. That’s worse.” / “The duck has scheduled a meeting. No agenda.”) This log is about locking tone before mechanics. The game is basically a delivery system for that voice. Get the voice wrong and you have a fancy todo list. Get it right and a mallard in a suit feels like HR.
Once the writing felt solid, I translated the joke into state. The whole game lives in one object: patience, completed, ignored, open tasks, a performance log, last issue time, fired flag, start time. That object is your career. Completing a task is not “checking a box” it is surviving another review cycle. Ignoring one is not missing a reminder, it is giving the duck evidence. Early rules I wrote down before coding: Pressure should accumulate slowly, not spike randomly Success should feel cold, not celebratory Failure should feel administrative, not dramatic Getting fired should be inevitable if you treat it like a joke This phase was systems design disguised as comedy. Patience is the health bar. Tasks are tickets. The log is your permanent record. The duck is not a mascot. He is the win/lose condition.
After establishing the foundation of the project, I focused on creating the core loop that makes the fantasy actually work. The goal was to build a simple but effective system where every action has a consequence. On each tick, open tasks slowly move closer to their deadlines, expired tasks reduce patience, increase the ignored task count, and add disappointment messages to the activity log. Completing tasks has the opposite effect by restoring some patience and creating positive feedback through praise messages. One of the biggest design decisions was keeping the mechanics intentionally minimal. It would have been easy to add features like streaks, levels, rewards, or cosmetics, but those additions would have distracted from the main idea. The humor comes from the simple cycle of receiving work, deciding how to handle it, and being judged by the system. I also added limits to task generation so new tasks appear at a controlled pace instead of overwhelming the user with endless responsibilities. I also had to solve the challenge of maintaining progress between sessions. Since data is stored in the browser, the application needed to properly load saved state without creating conflicts between server rendering and client-side data. I added a loading state before hydration so the user’s progress could load smoothly and the experience could continue across refreshes. This process showed me that a strong experience does not always require complex mechanics, the most important part is making sure every system supports the intended feeling. If the loop creates a small amount of funny stress and makes the user want to respond, then the design is working.
One of the most important improvements I made during this stage of development was adding persistence. At first, saving data seemed like a simple technical requirement, but I quickly realized it was actually a major part of the experience. Without persistence, the application would feel like a temporary demo where users could simply refresh the page to escape their consequences. By saving progress, the world feels more continuous and the user’s actions actually matter. The implementation itself was straightforward: application state is serialized whenever changes occur, stored locally in the browser, and restored whenever the user returns. If the stored data becomes corrupted or unavailable, the system safely falls back to creating a fresh profile instead of breaking. This approach keeps the experience reliable while allowing the user’s career, patience, and ignored tasks to continue across sessions. Adding persistence also pushed me to rethink the structure of my data. I needed the state to be simple, predictable, and easy to save and restore. If a piece of data was difficult to serialize, it was usually a sign that the architecture was becoming unnecessarily complicated. The final design keeps the underlying systems clean and lets the personality of the project come from the writing, reactions, and interactions rather than overly complex code. The result is an experience that feels less like a small browser project and more like a job the user has accidentally committed to.
At this stage of development, I wanted to make the boss feel like an actual character rather than just a system that tracks tasks. A timer or task list can tell you what needs to be done, but a boss needs a face, a personality, and a way to react to your performance. I started by making the duck the visual centerpiece of the executive panel, giving him a suit and an animated idle waddle so he still feels alive even when nothing is happening. I also added a shake animation whenever work is ignored, making the boss’s reactions much more immediate. I then connected the duck’s mood directly to the user’s patience level. As patience decreases, his titles change from Pleased and Neutral to Concerned, Disappointed, Final Warning, and eventually Terminated. I also added DONE and IGNORED counters along with a patience bar that becomes increasingly threatening as trust disappears. These elements turn what could have been simple statistics into visible signs of how the player’s relationship with the boss is changing. Finally, I redesigned the surrounding interface to feel less like a traditional productivity dashboard and more like an internal workplace memo. Assignments are presented like work slips, while the performance record reads like an increasingly concerning employee file. If the player is eventually fired, the termination screen includes an ignored-task roast, formal firing language, and an embarrassing option to reapply for the job. These changes helped establish the central joke of the project: completing tasks is no longer just about checking boxes. The duck is watching, judging, and remembering.
After the core structure and mechanics were working, I shifted my attention toward how the application actually feels when the duck is judging the player. I wanted the visual style to reinforce the workplace satire rather than look like a typical productivity application. I settled on a visual language built around paper textures, ink-like elements, monochrome labels, bold display headlines, and duck-yellow accents. Instead of the soft colors and polished appearance often associated with modern productivity apps, I wanted it to feel like a printed office memo that had somehow become interactive. I also gave animations a very specific purpose rather than adding motion everywhere. The duck waddles when he is idle to make him feel alive, shakes when the player ignores work to show frustration, and uses a slam-in animation when new paperwork arrives on the desk. These three animations were enough to give the interface personality without making it feel like a toy. I also added more aggressive visual styling to urgent tasks when their deadlines get close, allowing the interface to communicate increasing pressure through color and countdowns without needing additional instructions. Overall, this phase was about making the satire immediately understandable. Every visual decision needed to support the idea that the player is sitting at a desk while being watched by an increasingly impatient boss. The goal was that someone could open the application for only a few seconds and immediately understand the relationship: the duck is in charge, paperwork is coming, and ignoring it is probably a bad idea.
Playtesting revealed an important problem with the original timing system: every task was given roughly the same 45-second deadline. While this seemed simple at first, it quickly became clear that different tasks required very different amounts of time. A task like “Put your phone face down” could easily be completed within that window, while something like “Eat something that isn’t beige” could require much more time. When the timing became impossible rather than challenging, the humor started to feel frustrating instead of funny. The duck could be demanding, but he still needed to give the player a reasonable chance to succeed. To fix this, I changed tasks from simple strings into individual definitions with their own lifetimes. Quick obedience tasks receive around 30-45 seconds, desk-sized tasks receive around 60-75 seconds, tasks that require leaving the desk get around 90 seconds, and tasks that require actually going somewhere or doing something more involved can receive up to three minutes. When a task is issued, its deadline is now calculated using its specific lifetime rather than relying on one universal timer. I also updated the progress bar so that it uses each task’s total duration, making the level of urgency accurate regardless of how long the task has to be completed. This ended up being one of the most important design improvements in the project. The underlying pressure system stayed exactly the same, but the pacing became much more natural. The player can still feel the constant pressure of having a demanding boss without feeling like they are being set up to fail. It was a good reminder that even a deliberately unfair character needs fair rules underneath the joke, the duck can be unreasonable, but the game itself shouldn’t be.
Once the core loop, boss system, and deadlines were working, the next step was giving the project a clear identity. I wanted Duck CEO to feel like a real website that someone could open, share, and take seriously for at least five seconds before realizing that their manager is a mallard. This meant treating every part of the interface as part of the experience rather than leaving behind generic framework or template content. I updated the page title and description so everything consistently identifies the project as Duck CEO. I also rewrote the Open Graph information so that when the site is shared, the preview immediately communicates the idea of a tiny productivity game where a disappointed duck keeps score. The README was rewritten to explain what the project is, how to run it, and how to build it, while the header, footer, 404 page, and error states were all given the same dry sense of humor. Even small details, such as the footer disclaimer that “This duck is not a licensed manager,” help make the world feel consistent. This was also the stage where the project became much closer to something I could actually ship. The application can be run locally with npm run dev and built for production with npm run build and npm start. The technical stack provides the delivery system, but the product itself is still Duck CEO. My final test was simple: close the editor, open the browser, and ask whether it looks like Duck CEO or just a prototype that happens to contain a duck. After this pass, it finally felt like the former.
Devlog 9: Keeping the Game Small on PurposeSince Duck CEO is intentionally a small, focused game, I wanted the codebase to reflect that same philosophy. The project only really needs a handful of surfaces: the boss panel, assignment cards, performance log, fired notice, and the controls that connect everything together. Adding more components, packages, and styling would not make the duck any funnier. It would only make the project harder to understand, slower to install, and more difficult to maintain. This phase became an exercise in subtraction. I replaced the idea of using a large component library with a single reusable Button primitive and kept dependencies limited to what the application actually needs, including React, TanStack, Tailwind, and a few small utility packages. I also reorganized the file structure around the actual game, with files for the duck, routes, styles, and portrait instead of a collection of generic or unused components. Keeping the CSS focused was another priority so the visual style could remain lightweight while still maintaining the printed office memo aesthetic. The goal was not minimalism just for the sake of having fewer files. It was about ownership and making the project easy for someone else to understand. If a stranger opens the repository, they should be able to immediately find the parts that make Duck CEO work. After removing the unnecessary pieces, everything important still worked exactly as before. Patience still drops, tasks still expire, the duck still judges you, and the ridiculous tasks still get their appropriate deadlines. That was the proof that the extra complexity was never carrying the experience. The duck was.
Duck CEO is finally a small, complete product. It has one page, one boss, and one career. You clock in, the duck assigns you work, and you either complete it or disappoint him while he keeps score. The final build includes a task pool that mixes useful and ridiculous assignments, individual deadlines for each task, a patience system with moods ranging from Pleased to Terminated, a performance log, persistent progress through local storage, and a firing screen complete with a humiliating rehire button. I also kept the visual language consistent with the printed office memo aesthetic and the repository small enough to understand, build, and run without unnecessary complexity. The real goal was never to build another productivity suite. It was to make a simple system where the player actually feels judged by a fictional duck. The timers, mood changes, performance log, animations, and termination screen all exist to make that feeling stronger. If someone finishes the game feeling slightly guilty for disappointing a mallard, then the systems have done their job. For now, the duck is monitoring output, the pond is outside, and your employment is entirely dependent on whether you do what you were told.
Ships:
I made Duck CEO, a small game where your boss is a duck. He gives you tasks like drink water or go outside. If you finish them in time, he is okay with you. If you ignore them, he gets mad and can fire you. The hard part was making the game fair. At first every task had the same short timer, so easy tasks were fine but real ones were impossible. I had to give each task its own time, keep the duck still feel strict, and make sure your progress saved if you refreshed the page. I’m proud that it feels like a real boss, not just a to-do list. The duck has moods, a log of what you did, and a firing screen. The joke is clear, the rules are simple, and the whole thing fits on one page....
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1792882092.455499
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1793746092.455499
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