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166
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Hexhand by @Hridya | Stardance
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Hridya
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0
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0.0
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0
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[]
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[]
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Title: Hexhand by @Hridya | Stardance
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1792785161.3772266
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1793389961.3772266
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167
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Untitled by @imu | Stardance
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imu
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @imu | Stardance
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1792900455.9683235
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1793764455.9683235
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168
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Untitled by @imu | Stardance
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imu
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @imu | Stardance
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1791821068.4351683
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1792685068.4351683
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169
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HTML in canvas experiments by @Hridya | Stardance
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Hridya
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0
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0.0
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0
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[]
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[]
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Title: HTML in canvas experiments by @Hridya | Sta Title: HTML in canvas experiments by @Hridya | Stardance...
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1792810201.865271
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1793415001.865271
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170
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Neurobits by @Hridya | Stardance
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Hridya
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0
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0.0
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0
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[]
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[]
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Title: Neurobits by @Hridya | Stardance
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1792504146.4174116
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1793108946.4174116
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171
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My first slack bot! by @Gopinath | Stardance
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Gopinath
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Gopinath | Stardanc Title: My first slack bot! by @Gopinath | Stardance...
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1792695205.7363846
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1793300005.7363846
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172
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Frictionless by @Flux3tor | Stardance
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Flux3tor
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @Flux3tor | Stardance
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1792489706.1912186
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1793353706.1912186
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173
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Untitled project by @youssef | Stardance
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youssef
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @youssef | Stardance
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1792648438.9183664
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1793253238.9183664
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174
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Untitled project by @anirudh | Stardance
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anirudh
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @anirudh | Stardance
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1791825832.7386832
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1792689832.7386832
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175
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Test project by @frog | Stardance
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frog
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0
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0.34
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0
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[]
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[{"post_id": 56851, "ts": "202 [{"post_id": 56851, "ts": "2026-08-28T20:08:52Z", "hours": 0.3408, "text": "Dont read this i just wanna buy stuff from shop"}]...
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Title: Test project by @frog | Stardance
Devlogs: Title: Test project by @frog | Stardance
Devlogs:
Dont read this i just wanna buy stuff from shop...
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1792651945.9287548
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1793256745.9287548
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176
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My first slack bot! by @starr | Stardance
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starr
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0
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0.69
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0
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[]
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[{"post_id": 4738, "ts": "2026 [{"post_id": 4738, "ts": "2026-06-08T05:41:31Z", "hours": 0.6867, "text": "Setting up commands"}]...
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Title: My first slack bot! by @starr | Stardance
Title: My first slack bot! by @starr | Stardance
Devlogs:
Setting up commands...
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1792756334.8842132
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1793361134.8842132
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177
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WarioWare Game by @MostLime | Stardance
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MostLime
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0
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0.0
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0
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[]
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[]
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Title: WarioWare Game by @MostLime | Stardance
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1792504257.9213805
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1793109057.9213805
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178
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A roguelike game by @A41K | Stardance
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A41K
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0
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0.6
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0
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[]
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[{"post_id": 4148, "ts": "2026 [{"post_id": 4148, "ts": "2026-06-07T11:08:34Z", "hours": 0.6036, "text": "I made the isometric layers and started working on the character movement, the fall off logic and how to stack the layers"}]...
|
Title: A roguelike game by @A41K | Stardance
Devl Title: A roguelike game by @A41K | Stardance
Devlogs:
I made the isometric layers and started working on the character movement, the fall off logic and how to stack the layers...
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1792770810.9941957
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1793375610.9941957
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179
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SnappyStrike by @Swapnil | Stardance
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Swapnil
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0
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0.0
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0
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[]
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[]
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Title: SnappyStrike by @Swapnil | Stardance
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1792781422.136735
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1793386222.136735
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180
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BEE by @elite_punith | Stardance
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elite_punith
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0
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0.27
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0
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[]
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[{"post_id": 101, "ts": "2026- [{"post_id": 101, "ts": "2026-05-31T18:41:23Z", "hours": 0.2706, "text": "This is my first project in stardance , i am working on a 3D website using Three.js. this is my first – Commit !"}]...
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Title: BEE by @elite_punith | Stardance
Devlogs:
Title: BEE by @elite_punith | Stardance
Devlogs:
This is my first project in stardance , i am working on a 3D website using Three.js. this is my first – Commit !...
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1792518831.1680408
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1793123631.1680408
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182
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rayjam by @logabe | Stardance
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logabe
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0
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0.55
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0
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[]
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[{"post_id": 17, "ts": "2026-0 [{"post_id": 17, "ts": "2026-05-31T07:58:22Z", "hours": 0.5472, "text": "Hello Stardance! Here’s a very quick devlog so I can test this out before I go to bed haha. I threw together a music player program in C w/ Raylib. You drag in the file you want to play and it will loop it until you close the program or drag in another one. Happy hacking!!"}]...
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Title: rayjam by @logabe | Stardance
Devlogs:
Hel Title: rayjam by @logabe | Stardance
Devlogs:
Hello Stardance! Here’s a very quick devlog so I can test this out before I go to bed haha. I threw together a music player program in C w/ Raylib. You drag in the file you want to play and it will loop it until you close the program or drag in another one. Happy hacking!!...
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1792795725.6119006
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1793400525.6119006
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183
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vejas.zip by @vejas | Stardance
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vejas
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0
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10.65
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0
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[]
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[{"post_id": 7349, "ts": "2026 [{"post_id": 7349, "ts": "2026-06-12T08:02:58Z", "hours": 3.4861, "text": "Loads of changes and a new contact form!! Contact Page So, on my previous site, I had a contact form that would send me a message on Slack when somebody filled it out. This time, I was thinking that it would be much easier to just have the messages come as emails straight into my inbox! I used Resend to easily send POST requests that would then send an email to me with the filled out form. I honestly wasn’t able to decide, or think of a cool design so i kinda went for my previous design, and made it more modern looking by using elements like shadcn/ui buttons with lucide icons. I added a link section with links to my socials and where people can find me on the right side of the page, (i’m pretty sure some of the links are still empty lol) and used had a huge headache with the icons. Since I have started using CloudFlare CDN, I wanted to host all the assets over there for caching stuff. This is a good idea, but it kinda didn’t work for svg icons. I would always use lucide icons since they look great, but they don’t have brand icons like discord or slack, which is why I had to find svg icons of those brands. I currently have the icons hardcoded into the page, but I will probably transfer them to the CDN at some point. The rest included a bunch of small UI tweaks and things like that. I have yet to make the About page, the Guestbook and the blog, but I think progress is good! Changelog added simple headings for pages that didn’t have them, added a contact form, that sends emails to me ( a8ccf63 ) fix maybe? ( 9331357 ) more tiny changes ( 861709b ) clumsy me ( 3ee4c63 ) couple quick fixes ( 53c74c6 )"}, {"post_id": 6271, "ts": "2026-06-10T15:17:14Z", "hours": 3.1886, "text": "I build the projects page I used markdown files to keep records of the projects and display them on the page, so each card can look similar but have diff content. I’m making the cards open a popup with a longer description about each project which is located in each respective md file. It was pretty hard to set everything up correctly, but I got it working in the end. I am trying to add a ‘blueprint’ (as in the YSWS) variant to the button element im using from shadcn/ui and lowk failing bcs ive forgotten how to use tailwind custom colour classes. Bugs The description text in the popout card, is stuck in dark mode so the text is still white in light mode as well."}, {"post_id": 5498, "ts": "2026-06-09T09:37:51Z", "hours": 1.2078, "text": "I started work on the website!! So, the first thing I did, was create the navbar, to make life easier in the future. Having already made the entire desing in Figma, is making the process of coding SOOO much easier! I have a clear plan of what I want to implement and how I want things to look, which really helps me. I imported the hero section from the figma and stuck that dead center on the page, which looks pretty good I’d say, the sides are a little plain but I will have stickers that people will be able to drag around. Plan create the section under the hero section design about page design contact page brainstorm and think about projects page host on cloudflare I’d say that was a pretty good hour of work."}, {"post_id": 4520, "ts": "2026-06-07T21:12:36Z", "hours": 2.7708, "text": "Design in Figma Link to figma page I layed the whole thing out (not yet done) on my figma, so that I would have a clear plan for this version. I also learned how to use autolayout and I hope that that will make it easier to layout in the future, when I start coding the site. My design process So this time around, I wanted to polish my site, and give it a nice modern look. This time, I will be using big headings and a nice font, for a nice modern, clean aesthetic, for all my stuff to live on. I am planning to keep the fun aspect with the guestbook, and i will be adding things like stickers on the homepage to make it fun. This is also so that the site looks good to formal ppl and that i can get a job someday. The guestbook I was browsing the interwebs one day, when I came across Ky Decker’s Guestbook which really caught my eye. I have a guestbook in place on my old page but now that I’m redesigning, I thought that making a super nice guestbook would be the way. I’m opting to make a postcard design that I got inspired from Ky.fyi since I feel like the postcards that I have made will really let people express themselves. I also got started by setting up the astro site with installing shadcn/ui so that I could benefit from the rrly nice UI components they provide."}]...
|
Title: vejas.zip by @vejas | Stardance
Devlogs:
D Title: vejas.zip by @vejas | Stardance
Devlogs:
Design in Figma Link to figma page I layed the whole thing out (not yet done) on my figma, so that I would have a clear plan for this version. I also learned how to use autolayout and I hope that that will make it easier to layout in the future, when I start coding the site. My design process So this time around, I wanted to polish my site, and give it a nice modern look. This time, I will be using big headings and a nice font, for a nice modern, clean aesthetic, for all my stuff to live on. I am planning to keep the fun aspect with the guestbook, and i will be adding things like stickers on the homepage to make it fun. This is also so that the site looks good to formal ppl and that i can get a job someday. The guestbook I was browsing the interwebs one day, when I came across Ky Decker’s Guestbook which really caught my eye. I have a guestbook in place on my old page but now that I’m redesigning, I thought that making a super nice guestbook would be the way. I’m opting to make a postcard design that I got inspired from Ky.fyi since I feel like the postcards that I have made will really let people express themselves. I also got started by setting up the astro site with installing shadcn/ui so that I could benefit from the rrly nice UI components they provide.
I started work on the website!! So, the first thing I did, was create the navbar, to make life easier in the future. Having already made the entire desing in Figma, is making the process of coding SOOO much easier! I have a clear plan of what I want to implement and how I want things to look, which really helps me. I imported the hero section from the figma and stuck that dead center on the page, which looks pretty good I’d say, the sides are a little plain but I will have stickers that people will be able to drag around. Plan create the section under the hero section design about page design contact page brainstorm and think about projects page host on cloudflare I’d say that was a pretty good hour of work.
I build the projects page I used markdown files to keep records of the projects and display them on the page, so each card can look similar but have diff content. I’m making the cards open a popup with a longer description about each project which is located in each respective md file. It was pretty hard to set everything up correctly, but I got it working in the end. I am trying to add a ‘blueprint’ (as in the YSWS) variant to the button element im using from shadcn/ui and lowk failing bcs ive forgotten how to use tailwind custom colour classes. Bugs The description text in the popout card, is stuck in dark mode so the text is still white in light mode as well.
Loads of changes and a new contact form!! Contact Page So, on my previous site, I had a contact form that would send me a message on Slack when somebody filled it out. This time, I was thinking that it would be much easier to just have the messages come as emails straight into my inbox! I used Resend to easily send POST requests that would then send an email to me with the filled out form. I honestly wasn’t able to decide, or think of a cool design so i kinda went for my previous design, and made it more modern looking by using elements like shadcn/ui buttons with lucide icons. I added a link section with links to my socials and where people can find me on the right side of the page, (i’m pretty sure some of the links are still empty lol) and used had a huge headache with the icons. Since I have started using CloudFlare CDN, I wanted to host all the assets over there for caching stuff. This is a good idea, but it kinda didn’t work for svg icons. I would always use lucide icons since they look great, but they don’t have brand icons like discord or slack, which is why I had to find svg icons of those brands. I currently have the icons hardcoded into the page, but I will probably transfer them to the CDN at some point. The rest included a bunch of small UI tweaks and things like that. I have yet to make the About page, the Guestbook and the blog, but I think progress is good! Changelog added simple headings for pages that didn’t have them, added a contact form, that sends emails to me ( a8ccf63 ) fix maybe? ( 9331357 ) more tiny changes ( 861709b ) clumsy me ( 3ee4c63 ) couple quick fixes ( 53c74c6 )...
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1792727707.9573631
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1793332507.9573631
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184
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Untitled project by @neha | Stardance
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neha
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @neha | Stardance
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1792550950.381057
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1793155750.381057
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185
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Tormentown by @Slugarius | Stardance
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Slugarius
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0
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92.11
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0
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[]
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[{"post_id": 26019, "ts": "202 [{"post_id": 26019, "ts": "2026-07-10T16:24:06Z", "hours": 9.5511, "text": "I modeled a building in Blender using the buildify addon. I also worked on the fracturing more and made every mesh in a model its own static mesh and the fracture now makes a sphere cast and targets every mesh found in a certain radius."}, {"post_id": 21417, "ts": "2026-07-03T10:58:11Z", "hours": 10.1756, "text": "I mostly made editor improvements and modeling roads and buildings."}, {"post_id": 13064, "ts": "2026-06-21T11:26:04Z", "hours": 8.5297, "text": "I added voronoi fracturing to the game. I added CGAL and boost to the dependencies to help with the math. Shooting the gun will shoot a ray cast in front of the camera and whatever object is hit is dismantled (fractured)."}, {"post_id": 9468, "ts": "2026-06-15T20:29:23Z", "hours": 2.5758, "text": "Grass culling! All grass objects are now divided into chunks and sub chunks and sub chunks of those sub chunks. If a chunk is not in the view frustum, then it is culled. This greatly saves on performance. The grass is also a different color now. So is the ground."}, {"post_id": 9147, "ts": "2026-06-15T09:58:19Z", "hours": 3.0117, "text": "Grass! I added a grass renderer component, and every entity with it is looped and their transform is added to a vector of grass matrices which are fed to the grass shader and drawn using instancing. You can also add grass through the map editor which is pretty cool. The grass vertex shader generates a random vector using simplex noise and uses that as the sway direction for the blade of grass. The grass fragment shader uses a gradient with three colors applied from bottom to top."}, {"post_id": 8713, "ts": "2026-06-14T14:01:11Z", "hours": 10.2147, "text": "Map editor! I added an editor bool to the global engine state and that controls whether the editor GUI is drawn and whether the player system runs or not. I also added some stuff like moving objects by clicking on them and adding stuff to the scene like grass blades. The way that the mouse to world space conversion works is that the cursor position is multiplied with the inverse of the projection matrix and this gives a direction in world space which is used as a raycast and if it hits anything, the object will be spawned at the hit position."}, {"post_id": 5925, "ts": "2026-06-09T22:03:49Z", "hours": 3.085, "text": "I added fog and a sky texture. Most of the time in this devlog was spent on modelling an enemy but I felt like it wasn’t inspired enough and was too generic so I’ll come up with a better design tomorrow."}, {"post_id": 5206, "ts": "2026-06-08T22:09:13Z", "hours": 3.8958, "text": "Inventory! The inventory system procedurally generates item slots and checks if the slots are hovered and if they are and there’s an item inside them, then clicking them will make the item follow the cursor and on release, they will check if the hovered slot can fit the item and adds it to that slot."}, {"post_id": 4495, "ts": "2026-06-07T20:32:25Z", "hours": 1.6181, "text": "I fixed the texture importing from the FBX file. I was using a custom shader in blender for the skin and it wasn’t exporting the texture because of that. I also needed to adjust the export settings and changed the gamma settings on the texture importer."}, {"post_id": 4291, "ts": "2026-06-07T15:29:34Z", "hours": 3.5358, "text": "I added a gun to the game! It uses the same inverse kinematics structure for the right hand as before but also supplies an aim direction to ApplyArmIK which controls where the hands will point to. The gun transform is directly controlled by the hand and points in the direction of the palm to the tip of the fingers. I also copied my OpenAL implementation from my previous engine and added a shooting sound whenever you shoot the gun."}, {"post_id": 3841, "ts": "2026-06-06T22:03:31Z", "hours": 7.5292, "text": "I added inverse kinematics to the hands! This was pretty difficult to set up as I don’t have a visual viewport to see the bones of my rig in so I had to go in Blender and see all the names of the arm bones and propogate the IK solver points across all of them. There’s also an IK solver class now which takes a base and a target. I also added slerping to the hand target to make it blend smoothly. There are two variables, leftGuard and rightGuard which control whether a hand is affected by IK or not. And there’s also an IK weight factor which controls the transition between animation and IK to make it go between the two smoothly. The left or right guard are disabled whenever you punch to make the arm actually go forward and use the regular animation. I also added a stamina and health bar. They use a shader which fills up the texture with a color based on a number which is the health or stamina. The health does nothing right now but stamina is drained by punching and regenerates on a rate that depends on what state you are in."}, {"post_id": 2785, "ts": "2026-06-05T16:24:27Z", "hours": 2.1981, "text": "I added attacks to the game! You can now raise your guard by pressing G and jab on either side by pressing left or right click. There was a big issue with the animations before in that if you played an animation while an animation was already mid blend, the model would suddenly jerk to the new frame because the lerped position of the bones became different between the two animations. To fix this, I updated it so whenever you play an animation, the current bone matrices are stored in a vector and are used as the starting position of the blend to the new animation."}, {"post_id": 2291, "ts": "2026-06-04T18:12:01Z", "hours": 5.6408, "text": "I added skeletal animation blending! This wasn’t needed before as there was only one animation (running) but I have added an idle and a flying animation. There’s a state machine for the animations that calls PlayBlend on the first frame of the state change. The way the blending works is that there’s a blend factor which goes from 0 to 1. It lerps from 0 to 1 on a set duration which you can specify for how fast or slow you want the animation to blend. It then lerps from all the positions, rotations and scales of the different bones of the two animations according to the blend factor. By the way, the flying animation is one frame pretty much so the blending is doing all the work in transitioning from and to it. The player also smoothly slerps to the direction you’re moving in, except if you’re moving backwards because that looks weird."}, {"post_id": 1552, "ts": "2026-06-03T17:20:20Z", "hours": 7.6022, "text": "There were lots of issues with the model loading before and I managed to import an FBX file that I exported from a blender project and got it animating in the engine. But besides that I made a character controller, there’s a capsule rigidbody attached to the player and two components, a movement component and a camera controller component. The camera controller sets the camera on the player’s head and also a little bit in front of it so you don’t clip in the player’s head and the movement component allows you to move with WASD. The movement is utter garbage however as I only made it with forces, I will improve it and add drag later. Also the thought behind the player being visible is: 1. Because of immersion and 2. I want the game to be multiplayer and adding player models beforehand will be very useful."}, {"post_id": 425, "ts": "2026-06-01T20:33:46Z", "hours": 3.0278, "text": "Physics! I integrated the Jolt physics engine into the project. I’ve used Jolt for my other projects so it was pretty quick to get up and running. I made a debug renderer system which makes and draws a wireframe depending on the collider type. There are four types of colliders currently, box, capsule, sphere and mesh. The mesh collider is unfinished, I will implement that when I actually need to implement terrain meshes and colliders."}, {"post_id": 256, "ts": "2026-06-01T13:15:52Z", "hours": 2.6044, "text": "Skeletal animations! I reused an implementation of skeletal animations from one of my old projects. In the shadow mapping vertex shader, I have also added the transformation of vertices by bone matrices to capture the shadow of animated objects."}, {"post_id": 216, "ts": "2026-06-01T09:34:47Z", "hours": 0.9539, "text": "I’ve finished implementing PBR rendering with the Cook-Torrance BRDF. I’ve also added normal and roughness map support. Other maps are unnecessary for the renderer."}, {"post_id": 134, "ts": "2026-05-31T22:08:03Z", "hours": 6.3622, "text": "I’ve started work on the 3d engine for the game I’ll be making. For the first day, I’ve implemented cascaded shadow maps where there are multiple shadow maps taken at different distances to create a hierarchy of resolution. And I’ve also implemented blinn phong shading. I plan to change this to a PBR pipeline later down the road."}]...
|
Title: Tormentown by @Slugarius | Stardance
Devlo Title: Tormentown by @Slugarius | Stardance
Devlogs:
I’ve started work on the 3d engine for the game I’ll be making. For the first day, I’ve implemented cascaded shadow maps where there are multiple shadow maps taken at different distances to create a hierarchy of resolution. And I’ve also implemented blinn phong shading. I plan to change this to a PBR pipeline later down the road.
I’ve finished implementing PBR rendering with the Cook-Torrance BRDF. I’ve also added normal and roughness map support. Other maps are unnecessary for the renderer.
Skeletal animations! I reused an implementation of skeletal animations from one of my old projects. In the shadow mapping vertex shader, I have also added the transformation of vertices by bone matrices to capture the shadow of animated objects.
Physics! I integrated the Jolt physics engine into the project. I’ve used Jolt for my other projects so it was pretty quick to get up and running. I made a debug renderer system which makes and draws a wireframe depending on the collider type. There are four types of colliders currently, box, capsule, sphere and mesh. The mesh collider is unfinished, I will implement that when I actually need to implement terrain meshes and colliders.
There were lots of issues with the model loading before and I managed to import an FBX file that I exported from a blender project and got it animating in the engine. But besides that I made a character controller, there’s a capsule rigidbody attached to the player and two components, a movement component and a camera controller component. The camera controller sets the camera on the player’s head and also a little bit in front of it so you don’t clip in the player’s head and the movement component allows you to move with WASD. The movement is utter garbage however as I only made it with forces, I will improve it and add drag later. Also the thought behind the player being visible is: 1. Because of immersion and 2. I want the game to be multiplayer and adding player models beforehand will be very useful.
I added skeletal animation blending! This wasn’t needed before as there was only one animation (running) but I have added an idle and a flying animation. There’s a state machine for the animations that calls PlayBlend on the first frame of the state change. The way the blending works is that there’s a blend factor which goes from 0 to 1. It lerps from 0 to 1 on a set duration which you can specify for how fast or slow you want the animation to blend. It then lerps from all the positions, rotations and scales of the different bones of the two animations according to the blend factor. By the way, the flying animation is one frame pretty much so the blending is doing all the work in transitioning from and to it. The player also smoothly slerps to the direction you’re moving in, except if you’re moving backwards because that looks weird.
I added attacks to the game! You can now raise your guard by pressing G and jab on either side by pressing left or right click. There was a big issue with the animations before in that if you played an animation while an animation was already mid blend, the model would suddenly jerk to the new frame because the lerped position of the bones became different between the two animations. To fix this, I updated it so whenever you play an animation, the current bone matrices are stored in a vector and are used as the starting position of the blend to the new animation.
I added inverse kinematics to the hands! This was pretty difficult to set up as I don’t have a visual viewport to see the bones of my rig in so I had to go in Blender and see all the names of the arm bones and propogate the IK solver points across all of them. There’s also an IK solver class now which takes a base and a target. I also added slerping to the hand target to make it blend smoothly. There are two variables, leftGuard and rightGuard which control whether a hand is affected by IK or not. And there’s also an IK weight factor which controls the transition between animation and IK to make it go between the two smoothly. The left or right guard are disabled whenever you punch to make the arm actually go forward and use the regular animation. I also added a stamina and health bar. They use a shader which fills up the texture with a color based on a number which is the health or stamina. The health does nothing right now but stamina is drained by punching and regenerates on a rate that depends on what state you are in.
I added a gun to the game! It uses the same inverse kinematics structure for the right hand as before but also supplies an aim direction to ApplyArmIK which controls where the hands will point to. The gun transform is directly controlled by the hand and points in the direction of the palm to the tip of the fingers. I also copied my OpenAL implementation from my previous engine and added a shooting sound whenever you shoot the gun.
I fixed the texture importing from the FBX file. I was using a custom shader in blender for the skin and it wasn’t exporting the texture because of that. I also needed to adjust the export settings and changed the gamma settings on the texture importer.
Inventory! The inventory system procedurally generates item slots and checks if the slots are hovered and if they are and there’s an item inside them, then clicking them will make the item follow the cursor and on release, they will check if the hovered slot can fit the item and adds it to that slot.
I added fog and a sky texture. Most of the time in this devlog was spent on modelling an enemy but I felt like it wasn’t inspired enough and was too generic so I’ll come up with a better design tomorrow.
Map editor! I added an editor bool to the global engine state and that controls whether the editor GUI is drawn and whether the player system runs or not. I also added some stuff like moving objects by clicking on them and adding stuff to the scene like grass blades. The way that the mouse to world space conversion works is that the cursor position is multiplied with the inverse of the projection matrix and this gives a direction in world space which is used as a raycast and if it hits anything, the object will be spawned at the hit position.
Grass! I added a grass renderer component, and every entity with it is looped and their transform is added to a vector of grass matrices which are fed to the grass shader and drawn using instancing. You can also add grass through the map editor which is pretty cool. The grass vertex shader generates a random vector using simplex noise and uses that as the sway direction for the blade of grass. The grass fragment shader uses a gradient with three colors applied from bottom to top.
Grass culling! All grass objects are now divided into chunks and sub chunks and sub chunks of those sub chunks. If a chunk is not in the view frustum, then it is culled. This greatly saves on performance. The grass is also a different color now. So is the ground.
I added voronoi fracturing to the game. I added CGAL and boost to the dependencies to help with the math. Shooting the gun will shoot a ray cast in front of the camera and whatever object is hit is dismantled (fractured).
I mostly made editor improvements and modeling roads and buildings.
I modeled a building in Blender using the buildify addon. I also worked on the fracturing more and made every mesh in a model its own static mesh and the fracture now makes a sphere cast and targets every mesh found in a certain radius....
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zach latta latte cafe by @h | Stardance
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Title: zach latta latte cafe by @h | Stardance
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:3 by @iau | Stardance
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MTCDex by @Niko | Stardance
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A pretty cool game by @AymenD | Stardance
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Title: A pretty cool game by @AymenD | Stardance
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IDK Project by @Rishaan | Stardance
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Title: IDK Project by @Rishaan | Stardance
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Persona by @xarber | Stardance
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Title: Persona by @xarber | Stardance
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Chrono Capsule by @Gopinath | Stardance
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[{"post_id": 19052, "ts": "202 [{"post_id": 19052, "ts": "2026-06-30T07:15:29Z", "hours": 2.3478, "text": "Devlog 2 Currently, I am working only on refactoring the code (may also include changes to terms used) and upgrading the dependencies. Configuring eslint with the right rules took a lot of time than required (I faced lot of errors such as TypeError: Plugin \"\" not found. , A configuration object specifies rule \"@eslint-react/naming-convention/component-name\", but could not find plugin \"@eslint-react/naming-convention\". and so on…) Refactors rename login page to sign in page and update all text instance of login to sign in rename register page to sign up and update all text instance of register to sign up move home.css and index.css into a new styles folder Chores bump shell-quote from 1.8.3 to 1.8.4 ( #75 ) bump vite from 7.3.5 to 8.0.16 ( #79 ) bump node-cron from 4.1.1 to 4.4.1 ( #20 ) bump eslint from 9.33.0 to 10.5.0 ( #59 ) bump @vitejs/plugin-react from 4.6.0 to 6.0.3 as plugin-react did not support vite v8 (that was currently installed) add globals , eslint-plugin-react-hooks , @eslint-react/eslint-plugin , @eslint/js to dev dependencies for eslint configuration add eslint.config.js to configure eslint with appropriate plugins and rules [this step took about 40mins as I took time to figure out the exact configuration fiels and the required rules]"}, {"post_id": 2747, "ts": "2026-06-05T14:49:39Z", "hours": 2.3122, "text": "Devlog 1 Implement Google OAuth successfully (I had stopped working with this at the end of SoM, and now nearly completed it) Before SoM ended, I had already had a buggy but sometimes working google oauth Initially I used react-helmet and the load event listener to load and use google identity services, but later I found it doesn’t work with react-router navigation and only works if I reload the page So I removed react-helmet and used Promise to load the google identity services script by creating a script tag using javascript The confirmation email got sent even if they loggedin using google, although I had set verified true in the database, fixed that although vite loaded the environment variables, it didn’t set them in import.meta.env, took time to set it fix csp settings in backend helmet to allow iframes and some bug fixes…"}, {"post_id": 305, "ts": "2026-06-01T15:51:55Z", "hours": 0.3206, "text": "Chrono Capsule Hey guys! I’ll be restarting to work on my project Chrono Capsule , a web app I started to work on during Summer of Making The project is about creating encrypted time capsules and setting an unlock date on which the receiver receives the capsule at the email. I’ll be improving the UI, adding an option to view capsule on the web instead of only pasting the content in the email (makes sure that it is sent from the right person as anyone can imitate the style of my email and send such an mail), upload media in the right sense, improve authentication methods and much more… I haven’t yet started working, just updating the dependencies and fixing the vulnerabilities as it’s been almost a year."}]...
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Title: Chrono Capsule by @Gopinath | Stardance
De Title: Chrono Capsule by @Gopinath | Stardance
Devlogs:
Chrono Capsule Hey guys! I’ll be restarting to work on my project Chrono Capsule , a web app I started to work on during Summer of Making The project is about creating encrypted time capsules and setting an unlock date on which the receiver receives the capsule at the email. I’ll be improving the UI, adding an option to view capsule on the web instead of only pasting the content in the email (makes sure that it is sent from the right person as anyone can imitate the style of my email and send such an mail), upload media in the right sense, improve authentication methods and much more… I haven’t yet started working, just updating the dependencies and fixing the vulnerabilities as it’s been almost a year.
Devlog 1 Implement Google OAuth successfully (I had stopped working with this at the end of SoM, and now nearly completed it) Before SoM ended, I had already had a buggy but sometimes working google oauth Initially I used react-helmet and the load event listener to load and use google identity services, but later I found it doesn’t work with react-router navigation and only works if I reload the page So I removed react-helmet and used Promise to load the google identity services script by creating a script tag using javascript The confirmation email got sent even if they loggedin using google, although I had set verified true in the database, fixed that although vite loaded the environment variables, it didn’t set them in import.meta.env, took time to set it fix csp settings in backend helmet to allow iframes and some bug fixes…
Devlog 2 Currently, I am working only on refactoring the code (may also include changes to terms used) and upgrading the dependencies. Configuring eslint with the right rules took a lot of time than required (I faced lot of errors such as TypeError: Plugin "" not found. , A configuration object specifies rule "@eslint-react/naming-convention/component-name", but could not find plugin "@eslint-react/naming-convention". and so on…) Refactors rename login page to sign in page and update all text instance of login to sign in rename register page to sign up and update all text instance of register to sign up move home.css and index.css into a new styles folder Chores bump shell-quote from 1.8.3 to 1.8.4 ( #75 ) bump vite from 7.3.5 to 8.0.16 ( #79 ) bump node-cron from 4.1.1 to 4.4.1 ( #20 ) bump eslint from 9.33.0 to 10.5.0 ( #59 ) bump @vitejs/plugin-react from 4.6.0 to 6.0.3 as plugin-react did not support vite v8 (that was currently installed) add globals , eslint-plugin-react-hooks , @eslint-react/eslint-plugin , @eslint/js to dev dependencies for eslint configuration add eslint.config.js to configure eslint with appropriate plugins and rules [this step took about 40mins as I took time to figure out the exact configuration fiels and the required rules]...
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Title: Mellow by @Snxhit | Stardance
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Title: 3D Graphics Engine by @luka_trojan | Starda Title: 3D Graphics Engine by @luka_trojan | Stardance...
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Untitled project by @MathInfo | Stardance
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keeb heatmap by @Hridya | Stardance
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Title: keeb heatmap by @Hridya | Stardance
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Chitze by @Atharv_Anand | Stardance
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Title: Chitze by @Atharv_Anand | Stardance
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project by @juny62017 | Stardance
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WarioWare Game by @adicoding-js | Stardance
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Title: WarioWare Game by @adicoding-js | Stardance
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Untitled project by @Rinta | Stardance
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Title: Rocket by @jonathan | Stardance
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