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52634
|
NULL
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NULL
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0
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0.0
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0
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[]
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[]
|
|
1793868468.807374
|
1794732468.807374
|
|
52647
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
|
[]
|
|
1793868470.5734715
|
1794732470.5734715
|
|
52649
|
NULL
|
NULL
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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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|
1793868472.3442638
|
1794732472.3442638
|
|
34003
|
Untitled by @mani | Stardance
|
mani
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @mani | Stardance
|
1793868474.3803496
|
1794732474.3803496
|
|
56091
|
boom boom game by @hann | Stardance
|
hann
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: boom boom game by @hann | Stardance
|
1793868476.6906586
|
1794732476.6906586
|
|
47509
|
causal-interp by @ranveergill | Stardance
|
ranveergill
|
0
|
5.82
|
0
|
[]
|
[{"post_id": 53532, "ts": "202 [{"post_id": 53532, "ts": "2026-08-24T03:44:48Z", "hours": 5.8208, "text": "Devlog 1: Ten phases in, and the honest answer is half yes This project set out to build a system that can discover and causally validate the mechanisms behind a neural network’s behavior, aimed eventually at models too capable for a human to check by hand. Since no answer key exists for that eventual target, the whole approach only means anything if it’s validated against models where the answer key does exist and is publicly known. So that’s what the first ten phases did. I ran activation patching and path patching against GPT-2 small’s IOI circuit, a published, head-by-head known structure, and compared the results against the paper directly. Phase 1 recovered 20 of 26 heads. Phase 2 tested whether path patching would fix the misses. It didn’t, and I reported that as a negative result rather than reframing it. Phase 3 fixed 2 more heads using a threshold that was locked in before seeing any scores, specifically to avoid the trap of picking a number because it looks good after the fact. Phase 4 was the real turning point. Every phase up to that point told the system exactly where to look, which position, which part of the head, because the paper says so. Phase 4 made it search for that instead, with zero access to the answer key, and it converged on the right positions anyway. That’s the first real evidence this can do more than rediscover what it’s told. Phases 5 through 7 tested how far that holds up. The pipeline transferred to a second published circuit (greater than comparisons) with almost no code changes, and then to a third circuit on a completely different, smaller model architecture. Recovery dropped hard on that third one, from about 69 percent to 50 percent, and the cause turned out to be structural: the metric being used is blind to a whole class of heads by design, not by mistake. That’s a real limitation, not a bug, and it only became visible because the system was tested somewhere it hadn’t been tuned. Phases 8 through 10 tried to close that gap and the gaps around it. A system for flagging disagreement between different experimental setups caught the blind spot from phase 7 with no advance warning, which was genuinely exciting, but it also flagged plenty of things that turned out to be nothing, and nothing in the system could yet tell the two apart on its own. A separate attempt to have the system generate its own experiment setups from a one line description worked well at generating candidates, but the system still couldn’t reliably judge which candidate to trust without a human checking the answer. Writing the synthesis after all ten phases made the pattern obvious. Anything that comes down to measuring a number has been mechanized successfully. Anything that comes down to judging whether that number means something real still needs a person. That’s not a small gap. It’s arguably the one piece the entire project exists to eventually replace, since a model too capable to check by hand is exactly the situation where no one will be available to make that judgment call. A quick follow up check on old data confirmed this isn’t just a vague impression. It’s measurable, and it came back inconclusive on 13 data points, which is itself the honest answer at that sample size rather than something to round up into a finding. Next up is figuring out whether that judgment gap is solvable with a different kind of signal entirely, or whether it’s a genuine ceiling on this approach. Either answer would be useful to know for sure."}]...
|
Title: causal-interp by @ranveergill | Stardance
Title: causal-interp by @ranveergill | Stardance
Devlogs:
Devlog 1: Ten phases in, and the honest answer is half yes This project set out to build a system that can discover and causally validate the mechanisms behind a neural network’s behavior, aimed eventually at models too capable for a human to check by hand. Since no answer key exists for that eventual target, the whole approach only means anything if it’s validated against models where the answer key does exist and is publicly known. So that’s what the first ten phases did. I ran activation patching and path patching against GPT-2 small’s IOI circuit, a published, head-by-head known structure, and compared the results against the paper directly. Phase 1 recovered 20 of 26 heads. Phase 2 tested whether path patching would fix the misses. It didn’t, and I reported that as a negative result rather than reframing it. Phase 3 fixed 2 more heads using a threshold that was locked in before seeing any scores, specifically to avoid the trap of picking a number because it looks good after the fact. Phase 4 was the real turning point. Every phase up to that point told the system exactly where to look, which position, which part of the head, because the paper says so. Phase 4 made it search for that instead, with zero access to the answer key, and it converged on the right positions anyway. That’s the first real evidence this can do more than rediscover what it’s told. Phases 5 through 7 tested how far that holds up. The pipeline transferred to a second published circuit (greater than comparisons) with almost no code changes, and then to a third circuit on a completely different, smaller model architecture. Recovery dropped hard on that third one, from about 69 percent to 50 percent, and the cause turned out to be structural: the metric being used is blind to a whole class of heads by design, not by mistake. That’s a real limitation, not a bug, and it only became visible because the system was tested somewhere it hadn’t been tuned. Phases 8 through 10 tried to close that gap and the gaps around it. A system for flagging disagreement between different experimental setups caught the blind spot from phase 7 with no advance warning, which was genuinely exciting, but it also flagged plenty of things that turned out to be nothing, and nothing in the system could yet tell the two apart on its own. A separate attempt to have the system generate its own experiment setups from a one line description worked well at generating candidates, but the system still couldn’t reliably judge which candidate to trust without a human checking the answer. Writing the synthesis after all ten phases made the pattern obvious. Anything that comes down to measuring a number has been mechanized successfully. Anything that comes down to judging whether that number means something real still needs a person. That’s not a small gap. It’s arguably the one piece the entire project exists to eventually replace, since a model too capable to check by hand is exactly the situation where no one will be available to make that judgment call. A quick follow up check on old data confirmed this isn’t just a vague impression. It’s measurable, and it came back inconclusive on 13 data points, which is itself the honest answer at that sample size rather than something to round up into a finding. Next up is figuring out whether that judgment gap is solvable with a different kind of signal entirely, or whether it’s a genuine ceiling on this approach. Either answer would be useful to know for sure....
|
1793868481.7764602
|
1794732481.7764602
|
|
34065
|
Trading Bot by @HenryTierney | Stardance
|
HenryTierney
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 27327, "ts": "202 [{"post_id": 27327, "ts": "2026-07-12T20:14:38Z", "hours": 0.0, "text": "Devlog #1 Welcome to the development log! This project tracks our engineering journey from a flawed, overfitted stock picker into an adaptive, blind multi-asset allocation system. Think of it like building a self-driving car , but for managing money. The Development Journey Step 1: The “Guessing” Car (Overfitting) We started by creating a basic computer rule: “Buy stocks when they drop a bit, and sell them when they jump.” We let the computer guess the absolute best numbers for this rule using past stock market data. The computer came back with perfect numbers that looked like a jackpot, but there was a catch: it only worked perfectly on the past data because it memorized the answers . If we tried to use this exact code in the real world, it would crash instantly. So I had to: Identify initial strategy flaws Diagnose curve-fitting problems Step 2: The “Adaptive” Car (Walk-Forward Analysis) To fix the guessing problem, we forced the computer to study history in small chunks. The bot looks at a 10-year window of data to learn basic market behaviors. It tests its rules on the next 5-year window to prove it can adapt to unseen data. This forced the computer to dynamically adjust its style. It learned to be careful and safe during bad economic times (like the high-inflation 1970s) and more aggressive when the economy was booming (like the 1990s). Step 3: Changing the Terrain (Multi-Asset Allocation) Next, we realized that only investing in the US stock market is like driving a sports car on a muddy mountain road—sometimes you get stuck. We upgraded the system by giving the computer a garage full of different vehicles: US Stocks ( SPY ) Tech Stocks ( QQQ ) Gold ( GLD ) Bonds ( TLT ) Real Estate ( VNQ ) We proved that when the stock market enters a major crash, the bot should pivot capital into hard assets or safety nets to keep compounding value. Step 4: The Blind Talent Scout (Momentum Ranking) To make this fully realistic, we stripped away the computer’s ability to “look ahead” into the future. We built a system that looks back at the past 12 months to see which assets are moving with the fastest upward velocity (momentum). The Rule: Every year, it checks the scoreboard, automatically kicks out the losers, and splits your money 50/50 into the top two winning assets. Step 5: Future Updates While the baseline system is highly capable, the upcoming roadmap includes several key structural upgrades to prepare it for advanced market environments: Dynamic Position Sizing Instead of a rigid 50/50 split, the system will allocate more money to the asset with the smoothest trend and less to the highly volatile one. Alternative Macro Filters We will test replacing the basic stock market filter ( RSI / EMA ) with real-world economic indicators, like inflation tracking and interest rate moves, to predict market crashes earlier. Expanded Asset Pool To capture even more diverse trends, we plan to add international stocks, emerging markets, and broad commodities (like oil and agriculture) to the selection pool."}]...
|
Title: Trading Bot by @HenryTierney | Stardance
D Title: Trading Bot by @HenryTierney | Stardance
Devlogs:
Devlog #1 Welcome to the development log! This project tracks our engineering journey from a flawed, overfitted stock picker into an adaptive, blind multi-asset allocation system. Think of it like building a self-driving car , but for managing money. The Development Journey Step 1: The “Guessing” Car (Overfitting) We started by creating a basic computer rule: “Buy stocks when they drop a bit, and sell them when they jump.” We let the computer guess the absolute best numbers for this rule using past stock market data. The computer came back with perfect numbers that looked like a jackpot, but there was a catch: it only worked perfectly on the past data because it memorized the answers . If we tried to use this exact code in the real world, it would crash instantly. So I had to: Identify initial strategy flaws Diagnose curve-fitting problems Step 2: The “Adaptive” Car (Walk-Forward Analysis) To fix the guessing problem, we forced the computer to study history in small chunks. The bot looks at a 10-year window of data to learn basic market behaviors. It tests its rules on the next 5-year window to prove it can adapt to unseen data. This forced the computer to dynamically adjust its style. It learned to be careful and safe during bad economic times (like the high-inflation 1970s) and more aggressive when the economy was booming (like the 1990s). Step 3: Changing the Terrain (Multi-Asset Allocation) Next, we realized that only investing in the US stock market is like driving a sports car on a muddy mountain road—sometimes you get stuck. We upgraded the system by giving the computer a garage full of different vehicles: US Stocks ( SPY ) Tech Stocks ( QQQ ) Gold ( GLD ) Bonds ( TLT ) Real Estate ( VNQ ) We proved that when the stock market enters a major crash, the bot should pivot capital into hard assets or safety nets to keep compounding value. Step 4: The Blind Talent Scout (Momentum Ranking) To make this fully realistic, we stripped away the computer’s ability to “look ahead” into the future. We built a system that looks back at the past 12 months to see which assets are moving with the fastest upward velocity (momentum). The Rule: Every year, it checks the scoreboard, automatically kicks out the losers, and splits your money 50/50 into the top two winning assets. Step 5: Future Updates While the baseline system is highly capable, the upcoming roadmap includes several key structural upgrades to prepare it for advanced market environments: Dynamic Position Sizing Instead of a rigid 50/50 split, the system will allocate more money to the asset with the smoothest trend and less to the highly volatile one. Alternative Macro Filters We will test replacing the basic stock market filter ( RSI / EMA ) with real-world economic indicators, like inflation tracking and interest rate moves, to predict market crashes earlier. Expanded Asset Pool To capture even more diverse trends, we plan to add international stocks, emerging markets, and broad commodities (like oil and agriculture) to the selection pool....
|
1793868483.500003
|
1794732483.500003
|
|
20132
|
My first slack bot! by @sjpark01 | Stardance
|
sjpark01
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sjpark01 | Stardanc Title: My first slack bot! by @sjpark01 | Stardance...
|
1793868486.489035
|
1794732486.489035
|
|
50858
|
OpenDAW by @saisrihari | Stardance
|
saisrihari
|
0
|
128.54
|
0
|
[]
|
[{"post_id": 63592, "ts": "202 [{"post_id": 63592, "ts": "2026-09-07T14:48:48Z", "hours": 7.7333, "text": "I’VE ADDED TWO HUGE FEATURES!!!: 1)Full Mixer- So now we’ve got a dedicated mixer screen with volume faders, pan, mute/solo and a master channel. The colour of the tracks correspond with the mixer track colours. 2)Fixed Timeline Zoom- The zoom is now visible on the left panel. It changes the timeline width. The zoom is also saved with projects."}, {"post_id": 62627, "ts": "2026-09-06T02:58:38Z", "hours": 8.6619, "text": "I’ve fixed some major bugs with the drum machine. I added a startup window which appears when the application is opened. It appears with entries where you can set your project name, BPM, Make a new project, Open an existing project or even settings. I made a new logo which is displayed at the top. I’ve also added a zoom in timeline feature for better viewing in the timeline."}, {"post_id": 62171, "ts": "2026-09-05T13:08:13Z", "hours": 6.3, "text": "I’ve added a settings window. You can now select your preferred microphone, MIDI and you can refresh devices if you’ve connected a new one. Also the keyboard shortcut list is displayed here. Settings is accessible from both the toolbar or the File dropdown"}, {"post_id": 61937, "ts": "2026-09-05T03:36:26Z", "hours": 5.3333, "text": "I removed the fullscreen arrangement feature cause it kept bugging out and I wasn’t able to fix it. I’ll probably add it back on a future date. I also improved the vocals. You can now select your microphone from the input dropdown. You can record vocals when the instrument is playing. I’ve also added a vocal preset to the fx rack. The project is near completion (I’ll say around 3/4th way through)."}, {"post_id": 60964, "ts": "2026-09-03T17:23:11Z", "hours": 5.7111, "text": "I added a fullscreen arangement view. When you click f11 or the arrangement button in the top the daw expands into the timeline. It’s not perfect yet and it’s very buggy so I might remove it later (or fix it). The feature is inspired from ableton live."}, {"post_id": 59690, "ts": "2026-09-01T16:44:27Z", "hours": 8.5333, "text": "I added markers (they get placed at your playheads position). I added Auto-save which is togglable currently but I’ll probably change that soon. I added clip fades which can be set after clicking the fade in or fade out button. A dialogue box appears asking you at what time you need the track to fade in and out. I also expanded the undo/redo to 100 states which now includes fades and the markers. The project is close to completion!"}, {"post_id": 59000, "ts": "2026-08-31T16:06:50Z", "hours": 8.3353, "text": "I added a drum beat maker ! (It shows up with an error tho whenever I try to play more than two drum tracks). It has a 16 step sequencer, A kick, snare, Hi-hats, clap. You can add cells by clicking them (they’re togglable). It uses your current BPM and is added to the timeline using the “Add to timeline” button. The code works by having separate parts for the tracks, audio engine, and GUI, which work together to load."}, {"post_id": 57853, "ts": "2026-08-30T05:04:15Z", "hours": 7.1, "text": "So I added undo and redo buttons (finally) in the top toolbar you can use ctrl+z and ctrl+y as shortcut keys. I’ve also added a looping feature. You can now enable the loop from the on/off button on the transport bar. Set A sets the loop start at current playhead. Set B sets the loop end at current playhead. “L” toggles looping and playback cycles continuously between Set A and Set B."}, {"post_id": 56752, "ts": "2026-08-28T17:15:33Z", "hours": 8.2692, "text": "I finally added an effects rack. The effects I included were: Gain, Delay, Delay Time, Reverb, Distortion, Compressor, High-pass and low-pass filters. Each track now has an “fx” button or you can use the open effects rack on the left panel. The effects are added both to playback and export and you can use the “f” key to open the rack."}, {"post_id": 55580, "ts": "2026-08-27T15:04:58Z", "hours": 8.3667, "text": "I finally found a purpose for the panel on the left. You can now see the current bpm, track count, track length, selected track, position and length. You can also rename your track, change its colour or split the track here. You can also split a track by moving the playhead and clicking “D” or split at a particular section of the track."}, {"post_id": 55109, "ts": "2026-08-26T15:55:11Z", "hours": 5.6667, "text": "Ok! I added some core features that I was supposed to add before. You can now move your tracks in the timeline. Your supposed to click and drag the waveforms horizontally. I also added settable BPM. Now your BPM is visible in the top toolbar and I set the range from 40bpm to 240 (By default it’s 120). Also your bpm is saved and loaded with projects."}, {"post_id": 54901, "ts": "2026-08-26T03:51:31Z", "hours": 3.4381, "text": "I finally added another instrument in the piano roll. You can now select between an acoustic guitar and a piano. I’ll add more in the coming days."}, {"post_id": 54612, "ts": "2026-08-25T17:09:21Z", "hours": 6.9333, "text": "You can now rename and recolor all your tracks! I also fixed the importing from the piano roll to the timeline. When you click the recolour button it randomly picks a colour. I’ll add particular colour pickers in the near future."}, {"post_id": 53907, "ts": "2026-08-24T16:44:13Z", "hours": 1.2, "text": "Added these keyboard commands"}, {"post_id": 53836, "ts": "2026-08-24T15:09:08Z", "hours": 8.3119, "text": "-I FINALLY FIXED THE RECORD BUTTON. -I added a piano roll which can be switched to using the button on the top left (Probably might switch it’s location later). -It’s a 4 octave piano you can left-click cells to add notes and click them again to remove. -For now there’s only one instrument (Rhodes Piano). I’ll add more soon!"}, {"post_id": 53055, "ts": "2026-08-23T13:31:43Z", "hours": 2.4144, "text": "Tried to fix the record button cus it kept bugging out for some reason and I screwed everything up. I GIVE UP FOR TODAY. I’ll think abt this tmrw."}, {"post_id": 52840, "ts": "2026-08-23T06:13:19Z", "hours": 9.7575, "text": "Had a bit of a longer session this time. The last 3 days have been highly productive for me but now my holidays are over :( . I’ve made some big changes: -Added a record button. (Took me wayyy to long to make) -Added partitions so now all the sections are clearly divided. -Added a timeline. -Added a panel on the left (Still don’t know what I’m gonna do with it) -Added Save, Load, Export and Import features -Now you can trim your audio clips -Moved the add track button to the top left"}, {"post_id": 52371, "ts": "2026-08-22T14:14:53Z", "hours": 8.0044, "text": "Ok… I’ve got some huge changes. The DAW is starting to take shape now. You can now see the waveform of your audio track. I improved the audio quality drastically. I formatted so now everything is centered. I implemented a dark grey theme with neon blue accents. I’ve come up with the name… I think I’ll call it OpenDAW. I still don’t know what I’ll do with the space on the left but I know I’ll come up with something. My passion for this project is increasing every second I work on it."}, {"post_id": 51720, "ts": "2026-08-21T15:35:14Z", "hours": 8.4694, "text": "FINALLY…After 8 hrs smth mins of scripting and debugging I have this….You can add many tracks, change their individual volumes and play it as a whole. My plan is to make an opensource DAW which can easily be modded. I have holidays where I live so I’ll try putting atleast 8hrs a day. I need to format it because it feels pretty barebones rn AND I NEED THAT LAPTOP (i have a 4gb ram rn). Ty all!!"}]...
|
Title: OpenDAW by @saisrihari | Stardance
Devlogs Title: OpenDAW by @saisrihari | Stardance
Devlogs:
FINALLY…After 8 hrs smth mins of scripting and debugging I have this….You can add many tracks, change their individual volumes and play it as a whole. My plan is to make an opensource DAW which can easily be modded. I have holidays where I live so I’ll try putting atleast 8hrs a day. I need to format it because it feels pretty barebones rn AND I NEED THAT LAPTOP (i have a 4gb ram rn). Ty all!!
Ok… I’ve got some huge changes. The DAW is starting to take shape now. You can now see the waveform of your audio track. I improved the audio quality drastically. I formatted so now everything is centered. I implemented a dark grey theme with neon blue accents. I’ve come up with the name… I think I’ll call it OpenDAW. I still don’t know what I’ll do with the space on the left but I know I’ll come up with something. My passion for this project is increasing every second I work on it.
Had a bit of a longer session this time. The last 3 days have been highly productive for me but now my holidays are over :( . I’ve made some big changes: -Added a record button. (Took me wayyy to long to make) -Added partitions so now all the sections are clearly divided. -Added a timeline. -Added a panel on the left (Still don’t know what I’m gonna do with it) -Added Save, Load, Export and Import features -Now you can trim your audio clips -Moved the add track button to the top left
Tried to fix the record button cus it kept bugging out for some reason and I screwed everything up. I GIVE UP FOR TODAY. I’ll think abt this tmrw.
-I FINALLY FIXED THE RECORD BUTTON. -I added a piano roll which can be switched to using the button on the top left (Probably might switch it’s location later). -It’s a 4 octave piano you can left-click cells to add notes and click them again to remove. -For now there’s only one instrument (Rhodes Piano). I’ll add more soon!
Added these keyboard commands
You can now rename and recolor all your tracks! I also fixed the importing from the piano roll to the timeline. When you click the recolour button it randomly picks a colour. I’ll add particular colour pickers in the near future.
I finally added another instrument in the piano roll. You can now select between an acoustic guitar and a piano. I’ll add more in the coming days.
Ok! I added some core features that I was supposed to add before. You can now move your tracks in the timeline. Your supposed to click and drag the waveforms horizontally. I also added settable BPM. Now your BPM is visible in the top toolbar and I set the range from 40bpm to 240 (By default it’s 120). Also your bpm is saved and loaded with projects.
I finally found a purpose for the panel on the left. You can now see the current bpm, track count, track length, selected track, position and length. You can also rename your track, change its colour or split the track here. You can also split a track by moving the playhead and clicking “D” or split at a particular section of the track.
I finally added an effects rack. The effects I included were: Gain, Delay, Delay Time, Reverb, Distortion, Compressor, High-pass and low-pass filters. Each track now has an “fx” button or you can use the open effects rack on the left panel. The effects are added both to playback and export and you can use the “f” key to open the rack.
So I added undo and redo buttons (finally) in the top toolbar you can use ctrl+z and ctrl+y as shortcut keys. I’ve also added a looping feature. You can now enable the loop from the on/off button on the transport bar. Set A sets the loop start at current playhead. Set B sets the loop end at current playhead. “L” toggles looping and playback cycles continuously between Set A and Set B.
I added a drum beat maker ! (It shows up with an error tho whenever I try to play more than two drum tracks). It has a 16 step sequencer, A kick, snare, Hi-hats, clap. You can add cells by clicking them (they’re togglable). It uses your current BPM and is added to the timeline using the “Add to timeline” button. The code works by having separate parts for the tracks, audio engine, and GUI, which work together to load.
I added markers (they get placed at your playheads position). I added Auto-save which is togglable currently but I’ll probably change that soon. I added clip fades which can be set after clicking the fade in or fade out button. A dialogue box appears asking you at what time you need the track to fade in and out. I also expanded the undo/redo to 100 states which now includes fades and the markers. The project is close to completion!
I added a fullscreen arangement view. When you click f11 or the arrangement button in the top the daw expands into the timeline. It’s not perfect yet and it’s very buggy so I might remove it later (or fix it). The feature is inspired from ableton live.
I removed the fullscreen arrangement feature cause it kept bugging out and I wasn’t able to fix it. I’ll probably add it back on a future date. I also improved the vocals. You can now select your microphone from the input dropdown. You can record vocals when the instrument is playing. I’ve also added a vocal preset to the fx rack. The project is near completion (I’ll say around 3/4th way through).
I’ve added a settings window. You can now select your preferred microphone, MIDI and you can refresh devices if you’ve connected a new one. Also the keyboard shortcut list is displayed here. Settings is accessible from both the toolbar or the File dropdown
I’ve fixed some major bugs with the drum machine. I added a startup window which appears when the application is opened. It appears with entries where you can set your project name, BPM, Make a new project, Open an existing project or even settings. I made a new logo which is displayed at the top. I’ve also added a zoom in timeline feature for better viewing in the timeline.
I’VE ADDED TWO HUGE FEATURES!!!: 1)Full Mixer- So now we’ve got a dedicated mixer screen with volume faders, pan, mute/solo and a master channel. The colour of the tracks correspond with the mixer track colours. 2)Fixed Timeline Zoom- The zoom is now visible on the left panel. It changes the timeline width. The zoom is also saved with projects....
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1793868491.2053394
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1794732491.2053394
|
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11575
|
Who wants to go 3 billion dollars in debt?!! by @k Who wants to go 3 billion dollars in debt?!! by @kelp | Stardance...
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kelp
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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: Who wants to go 3 billion dollars in debt?! Title: Who wants to go 3 billion dollars in debt?!! by @kelp | Stardance...
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1793868494.095072
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1794732494.095072
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28259
|
My own site! by @aakarshanpaudyal08 | Stardance
|
aakarshanpaudyal08
|
0
|
0.0
|
0
|
[]
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[]
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Title: My own site! by @aakarshanpaudyal08 | Stard Title: My own site! by @aakarshanpaudyal08 | Stardance...
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1793868494.9528506
|
1794732494.9528506
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44236
|
My awesome macropad! by @sarahzoghly | Stardance
|
sarahzoghly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sarahzoghly | Star Title: My awesome macropad! by @sarahzoghly | Stardance...
|
1793868497.9014025
|
1794732497.9014025
|
|
52652
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
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1793868512.6917396
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1794732512.6917396
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56101
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Edge Studio by @rithikpoojary05 | Stardance
|
rithikpoojary05
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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: Edge Studio by @rithikpoojary05 | Stardance
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1793868517.1889224
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1794732517.1889224
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27345
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Untitled by @boberto | Stardance
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boberto
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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 @boberto | Stardance
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1793868522.2734132
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1794732522.2734132
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|
30488
|
LED Badge by @srithimahi | Stardance
|
srithimahi
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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: LED Badge by @srithimahi | Stardance
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1793868528.0473413
|
1794732528.0473413
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|
56140
|
slackette by @hann | Stardance
|
hann
|
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: slackette by @hann | Stardance
|
1793868529.82181
|
1794732529.82181
|
|
39630
|
Trashketball by @jackr4bbit | Stardance
|
jackr4bbit
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0
|
0.0
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0
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[]
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[]
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Title: Trashketball by @jackr4bbit | Stardance
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1793868532.4748042
|
1794732532.4748042
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|
13335
|
My awesome macropad! by @ferdinand | Stardance
|
ferdinand
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0
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0.0
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[]
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Title: My awesome macropad! by @ferdinand | Starda Title: My awesome macropad! by @ferdinand | Stardance...
|
1793868535.3613718
|
1794732535.3613718
|
|
21008
|
Untitled by @Sahil | Stardance
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Sahil
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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 @Sahil | Stardance
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1793868537.099082
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1794732537.099082
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46058
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about me site by @jagathram | Stardance
|
jagathram
|
0
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0.0
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0
|
[]
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[]
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Title: about me site by @jagathram | Stardance
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1793868540.070691
|
1794732540.070691
|
|
30474
|
WarioWare Game by @brlin888 | Stardance
|
brlin888
|
0
|
0.0
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0
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[]
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[]
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Title: WarioWare Game by @brlin888 | Stardance
|
1793868540.937369
|
1794732540.937369
|
|
46059
|
about me site by @jagathram | Stardance
|
jagathram
|
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: about me site by @jagathram | Stardance
|
1793868541.789641
|
1794732541.789641
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50922
|
Arrakis by @ubaid | Stardance
|
ubaid
|
0
|
0.0
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0
|
[]
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[]
|
Title: Arrakis by @ubaid | Stardance
|
1793868544.7598565
|
1794732544.7598565
|
|
26365
|
Untitled by @someonelse | Stardance
|
someonelse
|
0
|
0.0
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0
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[]
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[]
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Title: Untitled by @someonelse | Stardance
|
1793868545.6238456
|
1794732545.6238456
|
|
7746
|
Project Arius by @Kajmix | Stardance
|
Kajmix
|
0
|
0.0
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0
|
[]
|
[]
|
Title: Project Arius by @Kajmix | Stardance
|
1793868547.4082847
|
1794732547.4082847
|
|
46091
|
Buds Little Garden by @Egisipub | Stardance
|
Egisipub
|
0
|
43.29
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0
|
[]
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[{"post_id": 62651, "ts": "202 [{"post_id": 62651, "ts": "2026-09-06T03:40:18Z", "hours": 4.0208, "text": "adding more special little details and art!"}, {"post_id": 61119, "ts": "2026-09-03T21:16:23Z", "hours": 9.6392, "text": "I finished a full save system! only a few things left on my list to go i did accidentally leave my ide and art app open on accident, so there’s a little bit more time than their should be but i think its ok, i just wont use the stardust i get from that time :)"}, {"post_id": 59307, "ts": "2026-09-01T00:57:41Z", "hours": 0.9553, "text": "this a shorter update time wise, however i did just completley finish the achivments! this marks a very important milestone to the progect as the game is mostly feature-complete, i still have a ton of polishing, art, and fun things to add, (and saves :) ), so stay tuned I will say this game is now fully playable on github, you can open the page and play almost 90% of the gameplay that ive planned so excited to continue this progect!"}, {"post_id": 58625, "ts": "2026-08-31T03:32:00Z", "hours": 4.7836, "text": "really close to getting this done, wrote out all of the variables and made a ton of if statments today! achivments should be done by tue and i can start working on the polish and saves. current to do list -finish achivments -add a save system (localsave) -add basic tutorial -add visual polish (flowers and rocks on ground) -add rain occasionaly -more visual polish (particle system) -tons of sound effects -animations for some things i’m really excited for this project and really happy that its not currently super laggy for anyone :)"}, {"post_id": 57773, "ts": "2026-08-30T02:01:01Z", "hours": 4.4311, "text": "current list of all achivments im going to be adding more soon, am currently working on programming them all in right now, i have most of the art done, i expect that i will be done with the achivments shortly"}, {"post_id": 56333, "ts": "2026-08-28T02:00:10Z", "hours": 4.9089, "text": "have really been grinding the art lately, so not much actual code was pushed, i will be excited to (hopefully) share all of the achievements completed with you sometime in the next day or 2 :) ps: i have checked the rules again and it seems i may have accidentally accumulated 20-30 mins of like sum sort of time i shouldn’t have from leaving my ide open, but i will try to close it in the future pss: any ideas on lore yall have?"}, {"post_id": 52742, "ts": "2026-08-23T02:24:01Z", "hours": 2.2869, "text": "added every seed, now a total of 22"}, {"post_id": 52616, "ts": "2026-08-22T20:40:22Z", "hours": 2.4203, "text": "added 3 new seeds and some achievements"}, {"post_id": 52070, "ts": "2026-08-22T04:05:35Z", "hours": 2.0389, "text": "added 4 new plants: herb, pumpkin, blueberry bush, and radish started creating achivements"}, {"post_id": 49367, "ts": "2026-08-18T04:39:56Z", "hours": 0.3758, "text": "changed some UI ATTENTION: this marks a major milestone in my development, so therefore i will be posting less devlogs for more hours, so that you guys don’t have to get 200 devlogs for each individual seed or achievement I add"}, {"post_id": 49353, "ts": "2026-08-18T04:02:25Z", "hours": 0.4575, "text": "added marigolds"}, {"post_id": 49337, "ts": "2026-08-18T03:15:13Z", "hours": 0.3161, "text": "added broccoli"}, {"post_id": 49330, "ts": "2026-08-18T02:47:46Z", "hours": 0.9453, "text": "Added potato Seeds"}, {"post_id": 48532, "ts": "2026-08-16T23:12:41Z", "hours": 0.3458, "text": "balanced progression and made the first layer of farm pre tilled"}, {"post_id": 47884, "ts": "2026-08-16T04:33:28Z", "hours": 0.5053, "text": "added watering"}, {"post_id": 47286, "ts": "2026-08-15T04:24:47Z", "hours": 0.8614, "text": "added a better way to select seeds and added tooltips"}, {"post_id": 45547, "ts": "2026-08-12T03:29:29Z", "hours": 0.395, "text": "added tooltips and balanced my game"}, {"post_id": 45492, "ts": "2026-08-12T00:55:30Z", "hours": 0.8075, "text": "added a better way to select your seed"}, {"post_id": 44881, "ts": "2026-08-10T22:28:31Z", "hours": 0.3681, "text": "cleanup ui, and made a number formatting system to allwo for bigger numbers"}, {"post_id": 44720, "ts": "2026-08-10T17:38:56Z", "hours": 0.3314, "text": "added more UI, and a fence, as well as future places for a proper shop, and achievements"}, {"post_id": 44680, "ts": "2026-08-10T16:33:29Z", "hours": 0.2711, "text": "added custom music"}, {"post_id": 44663, "ts": "2026-08-10T16:05:35Z", "hours": 0.3172, "text": "added more/better UI"}, {"post_id": 44306, "ts": "2026-08-09T23:36:53Z", "hours": 0.5181, "text": "added some art"}, {"post_id": 44281, "ts": "2026-08-09T22:46:14Z", "hours": 0.2819, "text": "Added tilling, better seeds, coins, and basically made it a real game now"}, {"post_id": 44123, "ts": "2026-08-09T18:03:50Z", "hours": 0.4094, "text": "finished the basic tilemap system and added seeds"}, {"post_id": 44109, "ts": "2026-08-09T17:34:46Z", "hours": 0.2958, "text": "starting the tilemap system"}]...
|
Title: Buds Little Garden by @Egisipub | Stardance Title: Buds Little Garden by @Egisipub | Stardance
Devlogs:
starting the tilemap system
finished the basic tilemap system and added seeds
Added tilling, better seeds, coins, and basically made it a real game now
added some art
added more/better UI
added custom music
added more UI, and a fence, as well as future places for a proper shop, and achievements
cleanup ui, and made a number formatting system to allwo for bigger numbers
added a better way to select your seed
added tooltips and balanced my game
added a better way to select seeds and added tooltips
added watering
balanced progression and made the first layer of farm pre tilled
Added potato Seeds
added broccoli
added marigolds
changed some UI ATTENTION: this marks a major milestone in my development, so therefore i will be posting less devlogs for more hours, so that you guys don’t have to get 200 devlogs for each individual seed or achievement I add
added 4 new plants: herb, pumpkin, blueberry bush, and radish started creating achivements
added 3 new seeds and some achievements
added every seed, now a total of 22
have really been grinding the art lately, so not much actual code was pushed, i will be excited to (hopefully) share all of the achievements completed with you sometime in the next day or 2 :) ps: i have checked the rules again and it seems i may have accidentally accumulated 20-30 mins of like sum sort of time i shouldn’t have from leaving my ide open, but i will try to close it in the future pss: any ideas on lore yall have?
current list of all achivments im going to be adding more soon, am currently working on programming them all in right now, i have most of the art done, i expect that i will be done with the achivments shortly
really close to getting this done, wrote out all of the variables and made a ton of if statments today! achivments should be done by tue and i can start working on the polish and saves. current to do list -finish achivments -add a save system (localsave) -add basic tutorial -add visual polish (flowers and rocks on ground) -add rain occasionaly -more visual polish (particle system) -tons of sound effects -animations for some things i’m really excited for this project and really happy that its not currently super laggy for anyone :)
this a shorter update time wise, however i did just completley finish the achivments! this marks a very important milestone to the progect as the game is mostly feature-complete, i still have a ton of polishing, art, and fun things to add, (and saves :) ), so stay tuned I will say this game is now fully playable on github, you can open the page and play almost 90% of the gameplay that ive planned so excited to continue this progect!
I finished a full save system! only a few things left on my list to go i did accidentally leave my ide and art app open on accident, so there’s a little bit more time than their should be but i think its ok, i just wont use the stardust i get from that time :)
adding more special little details and art!...
|
1793868549.1323688
|
1794732549.1323688
|
|
7840
|
CrashLink by @GhOsT_ | Stardance
|
GhOsT_
|
0
|
24.0
|
0
|
[]
|
[{"post_id": 8937, "ts": "2026 [{"post_id": 8937, "ts": "2026-06-14T21:06:44Z", "hours": 2.0, "text": "Devlog - 7 so finally I am done with all this pcb designing thing exported the files into gerbers,png,step file type next steps push these files to github repo submit project for grant on stardance Thank you for your attention to this matter -GhOsT"}, {"post_id": 8422, "ts": "2026-06-14T00:11:21Z", "hours": 6.0, "text": "Dev log-6 Finally done with PCB design of relay node and vehicle node. yet to push design files on github. It becomes hard to route manually for me so i end up doing autoroute in the end. I used reference design from datasheets to make it easy for me to follow and make this pcb design. next steps -PCB Design for Gatewaynode -Push all files to github -Start designing Enclosure for each node"}, {"post_id": 8064, "ts": "2026-06-13T13:56:36Z", "hours": 2.0, "text": "Devlog -5 Turns out my last PCB design for vehicle node had many flaws. No filtering near power inputs No SIM socket for GSM module 😭(the classic blunder) Power regulation issues(using external buck converters while i could design it on my own) Assumption of using 2S Li-ion would be minimum necessity . So far I have fixed the followings Power regulation for GSM,GPS,ESP,MPU,LoRa Added sim socket(working on its connection) Next steps Connect SIM Socket Add power key circuit Add Reset button for GSM Figure out if anything else to add for GSM Make relay node schematics Make GatewayNode schematics"}, {"post_id": 7747, "ts": "2026-06-12T22:50:16Z", "hours": 4.0, "text": "Was working on documentation part of the project did some changes in README.md file and spent a lot of time in making BOM it took time to find out components and there prices required to prepare BOM."}, {"post_id": 4631, "ts": "2026-06-08T00:50:41Z", "hours": 6.0, "text": "PCB Designing and Documentation. Rearranged schematics for Vehicle Node. Revised PCB design for Vechile Node. 3.Made schematics for Relay Node. Designed PCB for Relay Node. Added files ( gerber , pcb image, schematics pdf) to repo."}, {"post_id": 3076, "ts": "2026-06-05T23:37:31Z", "hours": 3.0, "text": "designed schematics and pcb for vehicle node( not a final design..it need some more work)"}, {"post_id": 2694, "ts": "2026-06-05T12:03:55Z", "hours": 1.0, "text": "working on code part and setting up github repo made 3 code files for 3 Nodes added basic structure of each files(setup and loop function) added crash detection function in vehicle node next- make schematics & update READ.md"}]...
|
Title: CrashLink by @GhOsT_ | Stardance
Devlogs:
Title: CrashLink by @GhOsT_ | Stardance
Devlogs:
working on code part and setting up github repo made 3 code files for 3 Nodes added basic structure of each files(setup and loop function) added crash detection function in vehicle node next- make schematics & update READ.md
designed schematics and pcb for vehicle node( not a final design..it need some more work)
PCB Designing and Documentation. Rearranged schematics for Vehicle Node. Revised PCB design for Vechile Node. 3.Made schematics for Relay Node. Designed PCB for Relay Node. Added files ( gerber , pcb image, schematics pdf) to repo.
Was working on documentation part of the project did some changes in README.md file and spent a lot of time in making BOM it took time to find out components and there prices required to prepare BOM.
Devlog -5 Turns out my last PCB design for vehicle node had many flaws. No filtering near power inputs No SIM socket for GSM module 😭(the classic blunder) Power regulation issues(using external buck converters while i could design it on my own) Assumption of using 2S Li-ion would be minimum necessity . So far I have fixed the followings Power regulation for GSM,GPS,ESP,MPU,LoRa Added sim socket(working on its connection) Next steps Connect SIM Socket Add power key circuit Add Reset button for GSM Figure out if anything else to add for GSM Make relay node schematics Make GatewayNode schematics
Dev log-6 Finally done with PCB design of relay node and vehicle node. yet to push design files on github. It becomes hard to route manually for me so i end up doing autoroute in the end. I used reference design from datasheets to make it easy for me to follow and make this pcb design. next steps -PCB Design for Gatewaynode -Push all files to github -Start designing Enclosure for each node
Devlog - 7 so finally I am done with all this pcb designing thing exported the files into gerbers,png,step file type next steps push these files to github repo submit project for grant on stardance Thank you for your attention to this matter -GhOsT...
|
1793868552.0727527
|
1794732552.0727527
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52707
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NULL
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1793868553.8242774
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52724
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NULL
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52726
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52733
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1793868564.6022582
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1794732564.6022582
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52741
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NULL
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1793868566.3566217
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1794732566.3566217
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52745
|
NULL
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NULL
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0
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|
1793868567.2231872
|
1794732567.2231872
|
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52747
|
NULL
|
NULL
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0
|
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|
[]
|
[]
|
|
1793868569.0000012
|
1794732569.0000012
|
|
18538
|
Rym by @wilrakov | Stardance
|
wilrakov
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rym by @wilrakov | Stardance
|
1793868570.7306664
|
1794732570.7306664
|
|
44289
|
My awesome macropad! by @Ossi | Stardance
|
Ossi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ossi | Stardance
|
1793868571.5809386
|
1794732571.5809386
|
|
22141
|
LowPolyPhosphorus's Notepad by @lowpolyphospho LowPolyPhosphorus's Notepad by @lowpolyphosphorus | Stardance...
|
lowpolyphosphorus
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: LowPolyPhosphorus's Notepad by @lowpoly Title: LowPolyPhosphorus's Notepad by @lowpolyphosphorus | Stardance...
|
1793868574.457617
|
1794732574.457617
|
|
5125
|
ignore by @Gerafftes | Stardance
|
Gerafftes
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ignore by @Gerafftes | Stardance
|
1793868576.5170836
|
1794732576.5170836
|
|
33536
|
halite by @pinetree182 | Stardance
|
pinetree182
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: halite by @pinetree182 | Stardance
|
1793868578.2677984
|
1794732578.2677984
|
|
33040
|
Ultimate Clock for Hostel by @ComicVolt | Stardanc Ultimate Clock for Hostel by @ComicVolt | Stardance...
|
ComicVolt
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ultimate Clock for Hostel by @ComicVolt | S Title: Ultimate Clock for Hostel by @ComicVolt | Stardance...
|
1793868581.156516
|
1794732581.156516
|
|
30765
|
hackpad by @sprext | Stardance
|
sprext
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: hackpad by @sprext | Stardance
|
1793868582.8825507
|
1794732582.8825507
|
|
20443
|
My very own WebOS by @vrishi | Stardance
|
vrishi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @vrishi | Stardance
|
1793868584.6407664
|
1794732584.6407664
|
|
36792
|
WarioWare Game by @krishiv_vyas | Stardance
|
krishiv_vyas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @krishiv_vyas | Stardance
|
1793868586.38898
|
1794732586.38898
|
|
30994
|
Paper Aeroplane Wind Tunnel Simulator by @bvaan | Paper Aeroplane Wind Tunnel Simulator by @bvaan | Stardance...
|
bvaan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Paper Aeroplane Wind Tunnel Simulator by @b Title: Paper Aeroplane Wind Tunnel Simulator by @bvaan | Stardance...
|
1793868589.29513
|
1794732589.29513
|