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11237
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1792950799.377243
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1793814799.377243
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10205
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1793814800.1947868
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12340
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1792950801.0181305
|
1793814801.0181305
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36000
|
Cosmic Snake Game by @Jhenil | Stardance
|
Jhenil
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cosmic Snake Game by @Jhenil | Stardance
|
1792950801.8733506
|
1793814801.8733506
|
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11784
|
NULL
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NULL
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1792950802.6969256
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1793814802.6969256
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1792950804.3487456
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1793814804.3487456
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1792950809.3028405
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1792950812.1023965
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1793814812.1023965
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47179
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1792950813.7476647
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1792950814.5635254
|
1793814814.5635254
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47197
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1792950815.3868473
|
1793814815.3868473
|
|
42344
|
WarioWare Game by @usmanbatman | Stardance
|
usmanbatman
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @usmanbatman | Stardance
|
1792950816.215196
|
1793814816.215196
|
|
38900
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
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[]
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|
1792950817.0418603
|
1793814817.0418603
|
|
45936
|
Orphfetch by @gnahiak2 | Stardance
|
gnahiak2
|
0
|
2.36
|
0
|
[]
|
[{"post_id": 48883, "ts": "202 [{"post_id": 48883, "ts": "2026-08-17T13:30:57Z", "hours": 0.3875, "text": "chat we got whats the terminal!!!! also i need ideas"}, {"post_id": 46306, "ts": "2026-08-13T13:11:29Z", "hours": 0.3661, "text": "well didnt do much today but i got GPU up n running!"}, {"post_id": 44980, "ts": "2026-08-11T03:12:04Z", "hours": 0.3544, "text": "yayyyy idk started on the GPU part and rewrote main.rs to have this"}, {"post_id": 44445, "ts": "2026-08-10T06:16:27Z", "hours": 0.7461, "text": "Well now i ve started on making more wih disk, host and now tryna make uptime more human readable by making it to mins and hours now i gotta know what to do"}, {"post_id": 43873, "ts": "2026-08-09T10:04:51Z", "hours": 0.5086, "text": "I started and can spawn host, kernel, uptime, cpu and memory! + a cute cat in ASCII"}]...
|
Title: Orphfetch by @gnahiak2 | Stardance
Devlogs Title: Orphfetch by @gnahiak2 | Stardance
Devlogs:
I started and can spawn host, kernel, uptime, cpu and memory! + a cute cat in ASCII
Well now i ve started on making more wih disk, host and now tryna make uptime more human readable by making it to mins and hours now i gotta know what to do
yayyyy idk started on the GPU part and rewrote main.rs to have this
well didnt do much today but i got GPU up n running!
chat we got whats the terminal!!!! also i need ideas...
|
1792950817.8767745
|
1793814817.8767745
|
|
12263
|
NULL
|
NULL
|
0
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0.0
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[]
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[]
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1792950818.715922
|
1793814818.715922
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12210
|
NULL
|
NULL
|
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0.0
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1792950819.548604
|
1793814819.548604
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12844
|
NULL
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NULL
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1792950820.3691008
|
1793814820.3691008
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40366
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1792950821.1971714
|
1793814821.1971714
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12147
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1792950822.0106153
|
1793814822.0106153
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13559
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[]
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|
1792950822.8472695
|
1793814822.8472695
|
|
50758
|
Carbon cards by @Phonemi | Stardance
|
Phonemi
|
0
|
21.6
|
0
|
[]
|
[{"post_id": 52901, "ts": "202 [{"post_id": 52901, "ts": "2026-08-23T08:56:45Z", "hours": 6.8147, "text": "Periodic Table[+_+] carbon cards has a periodic table now i drew 3 things for it element is just one single tile of the table, the coloring and the arranging is all code info is the same tile but with lines on it so you know which number sits where and then the card, also just one layout drawn by hand, everything on it comes from code the card holds val e-, the name of the atom, the atomic number, the electron configuration, the atomic weight, acid or base, the physical state and the crystal structure so a lot of info hope you like it[-_-]"}, {"post_id": 51492, "ts": "2026-08-21T07:25:14Z", "hours": 5.2997, "text": "finished the main screen[+_+] so i made a main screen with all the options all assets that you see are selph drawn the elements are also still there but only cant go over the table there is a dor for exit a settings button a periodic table and cards to play it doas not look the best but in the future i will propaply improve as an artist and can draw the assets better hope you like it[-_-]"}, {"post_id": 50188, "ts": "2026-08-19T10:01:42Z", "hours": 7.4017, "text": "main screen updated [+_+] so now i drew 5 chemical strcture and animation for them ethy, phenyl, propyl, tert-butyl and vinyl they float around in the background and if you hover or select one of the options with your arrow keys thy get atractet and are like a select indicatior All structures drawn by hand, raylib + plain g++, no procedural generation. hope you like it[-_-]"}, {"post_id": 49461, "ts": "2026-08-18T09:56:08Z", "hours": 2.0886, "text": "added a main screen to my game[+_+] so i made a super cool game conzept for that youll have to wit but i started doing a main screen i will update it to info this holw project runs on no game engine and is manly c++ code hope you like it[-_-]"}]...
|
Title: Carbon cards by @Phonemi | Stardance
Devlo Title: Carbon cards by @Phonemi | Stardance
Devlogs:
added a main screen to my game[+_+] so i made a super cool game conzept for that youll have to wit but i started doing a main screen i will update it to info this holw project runs on no game engine and is manly c++ code hope you like it[-_-]
main screen updated [+_+] so now i drew 5 chemical strcture and animation for them ethy, phenyl, propyl, tert-butyl and vinyl they float around in the background and if you hover or select one of the options with your arrow keys thy get atractet and are like a select indicatior All structures drawn by hand, raylib + plain g++, no procedural generation. hope you like it[-_-]
finished the main screen[+_+] so i made a main screen with all the options all assets that you see are selph drawn the elements are also still there but only cant go over the table there is a dor for exit a settings button a periodic table and cards to play it doas not look the best but in the future i will propaply improve as an artist and can draw the assets better hope you like it[-_-]
Periodic Table[+_+] carbon cards has a periodic table now i drew 3 things for it element is just one single tile of the table, the coloring and the arranging is all code info is the same tile but with lines on it so you know which number sits where and then the card, also just one layout drawn by hand, everything on it comes from code the card holds val e-, the name of the atom, the atomic number, the electron configuration, the atomic weight, acid or base, the physical state and the crystal structure so a lot of info hope you like it[-_-]...
|
1792950823.655597
|
1793814823.655597
|
|
12666
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792950824.4775841
|
1793814824.4775841
|
|
12657
|
NULL
|
NULL
|
0
|
0.0
|
0
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[]
|
[]
|
|
1792950825.316653
|
1793814825.316653
|
|
16543
|
Frictionless by @bilall | Stardance
|
bilall
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @bilall | Stardance
|
1792950826.1814704
|
1793814826.1814704
|
|
20386
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792950827.0208895
|
1793814827.0208895
|
|
38446
|
My super awsome habit tracker by @Gabriel | Starda My super awsome habit tracker by @Gabriel | Stardance...
|
Gabriel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My super awsome habit tracker by @Gabriel | Title: My super awsome habit tracker by @Gabriel | Stardance...
|
1792950827.8267803
|
1793814827.8267803
|
|
10787
|
NULL
|
NULL
|
0
|
0.0
|
0
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[]
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[]
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|
1792950828.658677
|
1793814828.658677
|
|
1141
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
|
[]
|
|
1792950829.482198
|
1793814829.482198
|
|
11234
|
NULL
|
NULL
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0
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[]
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[]
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|
1792950830.4604537
|
1793814830.4604537
|
|
12274
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792950831.2977095
|
1793814831.2977095
|
|
27011
|
BLimeFPV by @EnchantedCake | Stardance
|
EnchantedCake
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLimeFPV by @EnchantedCake | Stardance
|
1792950832.131601
|
1793814832.131601
|
|
25789
|
Life size Wall-e by @keledanko23 | Stardance
|
keledanko23
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Life size Wall-e by @keledanko23 | Stardanc Title: Life size Wall-e by @keledanko23 | Stardance...
|
1792950832.9643636
|
1793814832.9643636
|
|
8735
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792950833.803121
|
1793814833.803121
|
|
11936
|
NULL
|
NULL
|
0
|
0.0
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0
|
[]
|
[]
|
|
1792950834.616784
|
1793814834.616784
|
|
24714
|
Animated-Chess by @deepm33 | Stardance
|
deepm33
|
0
|
18.0
|
0
|
[]
|
[{"post_id": 35791, "ts": "202 [{"post_id": 35791, "ts": "2026-07-27T13:33:09Z", "hours": 8.0, "text": "So the past week with Stardance Chess has been rough, like actually rough. Lemme tell. The Game Broke and I Could Hear Pieces But Not See Them š„š This was the worst one. Iād start a game, the board would show up, Iād click to move a piece and I could literally hear the sound effect play like the click and everything, but the pieces on screen were just frozen. Like the game was playing itself behind the scenes but the visuals werenāt keeping up ahh thing. Spent hours on this. Turned out there were two things going on. First, the coordinate system was messed up on high DPI displays. The canvas was rendering at one scale but the click detection was calculating at a different scale. So when I thought I was clicking e4, the game thought I was clicking somewhere totally different. Basically the math for āwhere did the user clickā and āwhere is the boardā were using different units. Second issue was that the animation system and the audio system had a dependency order problem. The audio manager needed to be created before the animation manager because of how the combo system connects them, but I had them backwards. So the animations were silently failing while audio was fine. Fixed both by correcting the coordinate passing in main.js and swapping the initialization order. The Bot Just Stopped Playing, Stockfish would load fine but The bot would just stare at the board forever. No error, no crash, just silence. The problem was in how the Stockfish worker communicates. It uses UCI protocol over a Web Worker, and my code was waiting for a bestmove message to resolve a promise. But there was no timeout. If the worker stalled or the messages got out of order, that promise would just hang forever and the game would be stuck. Also, if getBestMove got called twice before the first one finished, the second call would overwrite the resolve function of the first one. So the first promise could never resolve. Added a timeout that force-resolves with null after a reasonable wait, added a request ID counter so only the latest call can resolve, and added error recovery that tries to reinitialize the worker if it dies. Also if Stockfish fails twice in a row, it automatically switches to a fallback bot that just makes random legal moves. The fallback bot is pretty dumb but at least the game doesnāt freeze. Before when you moved a piece from e2 to e4, the movement was bad like i thought it was good but nuh uhh when i played it looked kinda bad. So i tried to make it like the piece lifts up in an arc like it has actual weight, starts slow then picks up speed then decelerates at the end, does a little squash and stretch at peak velocity, has a shadow underneath that fades as it lifts, dust type trail behind it. It feels like a real piece being picked up and placed down instead of just sliding across the board. The horse had butterish movement but still it needed to look like it was jumping from one square to another so made that better to and also did the same for bishops movement. still need to work on the animations šš ā°( °ā½Ā° )āÆ"}, {"post_id": 33427, "ts": "2026-07-23T11:11:36Z", "hours": 10.0, "text": "I am trying to make a chess game like not just a boring grid with pieces moving around, but something that actually has WEIGHT and IMPACT when you capture a piece. So hereās the thing. I started with chess.js for the game logic because honestly why would I write chess rules from scratch when thereās a library that does it perfectly. But the rendering? Pure Canvas 2D. No WebGL. No Three.js. Just me, a element, and a LOT of ctx.drawImage() calls. And yeah it sounds like a bad idea but hear me out ā it actually runs at 60fps bruhhhhhhh. It also has an elo system just like standard chess when u win elo rating increases and likewise if u lose it decreases. So i added stockfish in my game so that people can do a bot verses match with the worldās strongest open-source chess engine. Itās been around forever and itās insanely good ā like stronger than any human who has ever lived. The thing is, itās written in C++, not JavaScript. So you canāt just drop it into a website or an app and call it a day. What I did was take the WebAssembly version of Stockfish ā thatās basically the C++ code compiled down to something a browser can run. And I stuck it in a Web Worker, which is like a helper thread that runs in the background. So while Stockfish is busy calculating the best move, the rest of the game doesnāt freeze or lag. The player can still see the board, the animations keep running, everything stays smooth. The fun part is making it feel human. Stockfish at full strength would destroy anyone, so I had to nerf it. It has a built-in āskill levelā setting from 0 to 20. I mapped that to four difficulty levels: Beginner ā barely thinks, makes silly moves Intermediate ā thinks a little, plays okay Advanced ā thinks harder, plays decent Expert ā thinks deep, plays strong For now i have added some animations while capturing and moving the pieces which look like; Pawns have a quick straight glide Knights get the ābutterā easing (because they jump) Rooks movement look a lil heavy But they arenāt smooth and need a hell lot of work if i need to them to look like as i imagine them to look so now i will work on that and make them better as much as I can and until i am satisfied >."}]...
|
Title: Animated-Chess by @deepm33 | Stardance
Dev Title: Animated-Chess by @deepm33 | Stardance
Devlogs:
I am trying to make a chess game like not just a boring grid with pieces moving around, but something that actually has WEIGHT and IMPACT when you capture a piece. So hereās the thing. I started with chess.js for the game logic because honestly why would I write chess rules from scratch when thereās a library that does it perfectly. But the rendering? Pure Canvas 2D. No WebGL. No Three.js. Just me, a element, and a LOT of ctx.drawImage() calls. And yeah it sounds like a bad idea but hear me out ā it actually runs at 60fps bruhhhhhhh. It also has an elo system just like standard chess when u win elo rating increases and likewise if u lose it decreases. So i added stockfish in my game so that people can do a bot verses match with the worldās strongest open-source chess engine. Itās been around forever and itās insanely good ā like stronger than any human who has ever lived. The thing is, itās written in C++, not JavaScript. So you canāt just drop it into a website or an app and call it a day. What I did was take the WebAssembly version of Stockfish ā thatās basically the C++ code compiled down to something a browser can run. And I stuck it in a Web Worker, which is like a helper thread that runs in the background. So while Stockfish is busy calculating the best move, the rest of the game doesnāt freeze or lag. The player can still see the board, the animations keep running, everything stays smooth. The fun part is making it feel human. Stockfish at full strength would destroy anyone, so I had to nerf it. It has a built-in āskill levelā setting from 0 to 20. I mapped that to four difficulty levels: Beginner ā barely thinks, makes silly moves Intermediate ā thinks a little, plays okay Advanced ā thinks harder, plays decent Expert ā thinks deep, plays strong For now i have added some animations while capturing and moving the pieces which look like; Pawns have a quick straight glide Knights get the ābutterā easing (because they jump) Rooks movement look a lil heavy But they arenāt smooth and need a hell lot of work if i need to them to look like as i imagine them to look so now i will work on that and make them better as much as I can and until i am satisfied >.
So the past week with Stardance Chess has been rough, like actually rough. Lemme tell. The Game Broke and I Could Hear Pieces But Not See Them š„š This was the worst one. Iād start a game, the board would show up, Iād click to move a piece and I could literally hear the sound effect play like the click and everything, but the pieces on screen were just frozen. Like the game was playing itself behind the scenes but the visuals werenāt keeping up ahh thing. Spent hours on this. Turned out there were two things going on. First, the coordinate system was messed up on high DPI displays. The canvas was rendering at one scale but the click detection was calculating at a different scale. So when I thought I was clicking e4, the game thought I was clicking somewhere totally different. Basically the math for āwhere did the user clickā and āwhere is the boardā were using different units. Second issue was that the animation system and the audio system had a dependency order problem. The audio manager needed to be created before the animation manager because of how the combo system connects them, but I had them backwards. So the animations were silently failing while audio was fine. Fixed both by correcting the coordinate passing in main.js and swapping the initialization order. The Bot Just Stopped Playing, Stockfish would load fine but The bot would just stare at the board forever. No error, no crash, just silence. The problem was in how the Stockfish worker communicates. It uses UCI protocol over a Web Worker, and my code was waiting for a bestmove message to resolve a promise. But there was no timeout. If the worker stalled or the messages got out of order, that promise would just hang forever and the game would be stuck. Also, if getBestMove got called twice before the first one finished, the second call would overwrite the resolve function of the first one. So the first promise could never resolve. Added a timeout that force-resolves with null after a reasonable wait, added a request ID counter so only the latest call can resolve, and added error recovery that tries to reinitialize the worker if it dies. Also if Stockfish fails twice in a row, it automatically switches to a fallback bot that just makes random legal moves. The fallback bot is pretty dumb but at least the game doesnāt freeze. Before when you moved a piece from e2 to e4, the movement was bad like i thought it was good but nuh uhh when i played it looked kinda bad. So i tried to make it like the piece lifts up in an arc like it has actual weight, starts slow then picks up speed then decelerates at the end, does a little squash and stretch at peak velocity, has a shadow underneath that fades as it lifts, dust type trail behind it. It feels like a real piece being picked up and placed down instead of just sliding across the board. The horse had butterish movement but still it needed to look like it was jumping from one square to another so made that better to and also did the same for bishops movement. still need to work on the animations šš ā°( °ā½Ā° )āÆ...
|
1792950835.4495544
|
1793814835.4495544
|
|
23539
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792950836.2970424
|
1793814836.2970424
|
|
15222
|
Blockblast 2.0 by @Michael_G | Stardance
|
Michael_G
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Blockblast 2.0 by @Michael_G | Stardance
|
1792950863.492945
|
1793814863.492945
|
|
21300
|
My first slack bot! by @gudfriend25 | Stardance
|
gudfriend25
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @gudfriend25 | Stard Title: My first slack bot! by @gudfriend25 | Stardance...
|
1792950875.1738498
|
1793814875.1738498
|
|
11839
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792950878.0505533
|
1793814878.0505533
|
|
14348
|
NULL
|
NULL
|
0
|
0.0
|
0
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[]
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