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15845
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Keyboard by @Allan | Stardance
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Allan
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0
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0.0
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0
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[]
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[]
|
Title: Keyboard by @Allan | Stardance
|
1792727459.1503024
|
1793332259.1503024
|
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2072
|
Project by @Gomana | Stardance
|
Gomana
|
0
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0.0
|
0
|
[]
|
[]
|
Title: Project by @Gomana | Stardance
|
1792727460.0101135
|
1793332260.0101135
|
|
16030
|
My first slack bot! by @liam_domal | Stardance
|
liam_domal
|
0
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0.0
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0
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[]
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[]
|
Title: My first slack bot! by @liam_domal | Starda Title: My first slack bot! by @liam_domal | Stardance...
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1792727460.8467221
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1793332260.8467221
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40155
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CTFp by @tadeas_ditte | Stardance
|
tadeas_ditte
|
0
|
15.99
|
0
|
[]
|
[{"post_id": 35199, "ts": "202 [{"post_id": 35199, "ts": "2026-07-26T13:53:39Z", "hours": 15.9936, "text": "CTFp — Devlog #1CTFp is a self-hosted CTF (Capture The Flag) competition platform I’m building from scratch. Backend is Laravel 13 (PHP 8.3), frontend is Vue 3 + TypeScript with Tailwind and shadcn-vue components, everything running in Docker for dev. Started the repo on July 16. First few days were mostly scaffolding, got the Laravel + Vue split running together in Docker with hot reload on both sides (PHP/Blade changes need nothing, Vite handles the frontend), wrote a small qol script to spin the dev environment up, and set up CI with ESLint/Prettier. From there I built out auth, login and register pages on the frontend, an auth controller on the backend using Sanctum, and added Authentik as an OAuth provider so the platform can hook into an existing identity provider instead of only rolling its own accounts. Alongside that I added Gravatar support with a fallback to generated initials for users without one. Usernames needed some care for a public platform, so I pulled in a blocklist (based on LDNOOBW) with validation, and set up a workflow to keep it synced from upstream.On the data model side: users, orgs, and invites all have migrations and factories now, laying the groundwork for team-based competitions rather than just solo accounts. Most recently I’ve been on the frontend shell, landing page, branding, a sidebar for the user area, and pulling in shadcn UI blocks to speed up building out the rest of the interface. Still early. Core auth and org/invite data model are in place. Next is actually building out CTF-specific functionality (challenges, scoring, competitions) on top of this foundation. Also i am too lazy to spin the docker containers rn so here is a git tree instead :3"}]...
|
Title: CTFp by @tadeas_ditte | Stardance
Devlogs: Title: CTFp by @tadeas_ditte | Stardance
Devlogs:
CTFp — Devlog #1CTFp is a self-hosted CTF (Capture The Flag) competition platform I’m building from scratch. Backend is Laravel 13 (PHP 8.3), frontend is Vue 3 + TypeScript with Tailwind and shadcn-vue components, everything running in Docker for dev. Started the repo on July 16. First few days were mostly scaffolding, got the Laravel + Vue split running together in Docker with hot reload on both sides (PHP/Blade changes need nothing, Vite handles the frontend), wrote a small qol script to spin the dev environment up, and set up CI with ESLint/Prettier. From there I built out auth, login and register pages on the frontend, an auth controller on the backend using Sanctum, and added Authentik as an OAuth provider so the platform can hook into an existing identity provider instead of only rolling its own accounts. Alongside that I added Gravatar support with a fallback to generated initials for users without one. Usernames needed some care for a public platform, so I pulled in a blocklist (based on LDNOOBW) with validation, and set up a workflow to keep it synced from upstream.On the data model side: users, orgs, and invites all have migrations and factories now, laying the groundwork for team-based competitions rather than just solo accounts. Most recently I’ve been on the frontend shell, landing page, branding, a sidebar for the user area, and pulling in shadcn UI blocks to speed up building out the rest of the interface. Still early. Core auth and org/invite data model are in place. Next is actually building out CTF-specific functionality (challenges, scoring, competitions) on top of this foundation. Also i am too lazy to spin the docker containers rn so here is a git tree instead :3...
|
1792727461.7065651
|
1793332261.7065651
|
|
7493
|
My awesome macropad! by @thenasaplusit | Stardance
|
thenasaplusit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @thenasaplusit | St Title: My awesome macropad! by @thenasaplusit | Stardance...
|
1792727462.5689614
|
1793332262.5689614
|
|
6158
|
A website to promote local Honey Business by @NC | A website to promote local Honey Business by @NC | Stardance...
|
NC
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T05:01:19Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a business website for a local honey brand called Gold and Girl Honey Co. It has pages that show our mission, bee health awareness, and different honey products. The biggest part of the project was building the brand new Contact Page because the site didn’t have one before. It has a two column layout with a Get In Touch card on the left for basic info and a structured enquiry form on the right. I also built a custom social media section at the very bottom to link our accounts. CSS Flexbox layouts: Getting the social media icons at the bottom to look right was a massive headache. At first, the logos were way too big and bulging, and the text handles were wrapping into weird vertical lines. I had to create a custom socials box and use flex direction properties to finally force the text and icons to line up perfectly next to each other. Form styling: Making the select drop-down menu and the big message box match the exact same rounded corners and padding as the name and email fields took a lot of trial and error in the CSS stylesheet. JavaScript bugs: I had a few bugs with my JavaScript strings where my success message was accidentally showing raw template code on the screen instead of the user’s actual name. I also kept messing up the spelling of the word “received” in my code. I am super proud of getting a live backend email system to work without having to build a massive server application from scratch. I connected the form to Web3Forms using an API key and a POST method. Now, whenever someone actually fills out the form and hits submit, it bypasses the browser and sends a real email notification straight to my personal inbox instantly. You can test the form validation by filling out your name, email, and typing a message into the enquiry box. The success message is dynamic, so if you change the dropdown option from Honey Products to Bee Health, the alert message text changes based on what you chose. If you hit the orange submit button, it will check your inputs and actually fire off a live email alert to my inbox.", "repo": "https://github.com/NCGameMaking/Gold-And-Girl-Website", "demo": "https://ncgamemaking.github.io/Gold-And-Girl-Website/"}]...
|
[{"post_id": 18990, "ts": "202 [{"post_id": 18990, "ts": "2026-06-30T04:56:40Z", "hours": 4.3122, "text": "Devlog #1: Adding the Contact Page (And Taming CSS Flexbox) Hey everyone! Quick update on the Gold & Girl site. Until now, we didn’t actually have a way for people to reach out directly through the site. I finally sat down and built out the Contact Page from scratch, and honestly, it turned out to be a massive lesson in debugging layout quirks and form handling. Here’s a quick breakdown of what went down and what’s new since the last version: Building the Contact Form: I set up a clean two-column layout containing an info card on the left and the enquiry form on the right. Fixing Template Strings & Typos: At first, my success message banner was rendering raw template literal variables on page load. I stripped out the hardcoded text placeholders from the HTML and used proper JavaScript backticks (template literals) to dynamically inject the user’s name and enquiry type cleanly upon submission. I also caught and fixed a typo where I spelled “received” as “recieved.” Taming the Social Icons: I wanted links to our social channels at the bottom. My first attempt resulted in giant brand logos breaking the page. To fix this, I wrapped them into a dedicated .socials-section container with a clean translucent off-white background matching our honey theme. I used CSS Flexbox to align the text handles right next to their corresponding icons horizontally instead of stacking them vertically, which looks way cleaner. Hooking up a Live Backend: Having a form look pretty is cool, but it’s useless if the messages go nowhere. Since this is a static site, I integrated Web3Forms via an API access key using a hidden POST action. Now, whenever someone submits an enquiry, it bypasses client-side storage and fires an email notification straight to my inbox in real time. The site is looking super polished now and actually functions like a real business page. I think its ready to ship!!"}, {"post_id": 12765, "ts": "2026-06-20T21:31:02Z", "hours": 4.4358, "text": "Case Study: Web Design for Gold and Girl Honey Location: Queensland, Australia 1. The Empathise Phase I interviewed the owner of “Gold and Girl” to align design choices with raw honey values and analysed competitor trends. Typography & Colors: Competitors use handwritten, artisanal fonts. Deep ambers and golden yellows mimic honey, balanced by eucalyptus greens and cream backdrops. Layout & Elements: Grid systems manage shop items, while landing banners frame farm identity. Layouts feature hexagons, rounded buttons, and warm product photography. Content: Sites lead with owner stories and transparency tags like “100% Raw” or “Unfiltered”. 2. The Design Phase Problem Statement Gold and Girl needs a web presence showcasing raw, chemical-free honey that highlights ecosystem action because the imminent Varroa mite invasion threatens QLD bee populations, making sustainability vital for conscious consumers. Project Scope Included: Landing section with product rules ( “No Chemicals, No Heating, No Plastic” ), Varroa mite crisis banner, top navigation, and custom scrollbar. Excluded: Mobile optimization, active transactional checkouts, and public forums. Measurable Design Criteria Criterion 1 (Layout): Must use a Flexbox structure with three thematic assets: a honeycomb grid, a bee graphic, and a natural flora motif. Test: Audit rendered screen (Pass/Fail). Criterion 2 (Typography): Text must use a legible font maintaining an artisanal identity with clear background contrast. Test: Inspect active CSS rules (Pass/Fail). Criterion 3 (CTA): The crisis section must feature an action button using a distinct, high-contrast accent color. Test: Visual target check (Pass/Fail). 3. The Ideate Phase Assets: Sourced an organic palette via Coolors.co and craft fonts via Google Fonts. Selection: Wireframe 1 was selected. Placing links at top followed by a bold Hero panel aligns with standard mental models, guiding users down from brand story directly into the Varroa mite action button before the footer. What’s Next? Real Shopping Section Page: Transforming the prototype into an e-commerce platform with dynamic product listings, jar size selectors, and active shopping cart logic. Contact Us Section: Launching a contact hub featuring an automated enquiry form, apiary map coordinates, and an ecosystem reporting tool for bee conservation."}]...
|
Title: A website to promote local Honey Business b Title: A website to promote local Honey Business by @NC | Stardance
Devlogs:
Case Study: Web Design for Gold and Girl Honey Location: Queensland, Australia 1. The Empathise Phase I interviewed the owner of “Gold and Girl” to align design choices with raw honey values and analysed competitor trends. Typography & Colors: Competitors use handwritten, artisanal fonts. Deep ambers and golden yellows mimic honey, balanced by eucalyptus greens and cream backdrops. Layout & Elements: Grid systems manage shop items, while landing banners frame farm identity. Layouts feature hexagons, rounded buttons, and warm product photography. Content: Sites lead with owner stories and transparency tags like “100% Raw” or “Unfiltered”. 2. The Design Phase Problem Statement Gold and Girl needs a web presence showcasing raw, chemical-free honey that highlights ecosystem action because the imminent Varroa mite invasion threatens QLD bee populations, making sustainability vital for conscious consumers. Project Scope Included: Landing section with product rules ( “No Chemicals, No Heating, No Plastic” ), Varroa mite crisis banner, top navigation, and custom scrollbar. Excluded: Mobile optimization, active transactional checkouts, and public forums. Measurable Design Criteria Criterion 1 (Layout): Must use a Flexbox structure with three thematic assets: a honeycomb grid, a bee graphic, and a natural flora motif. Test: Audit rendered screen (Pass/Fail). Criterion 2 (Typography): Text must use a legible font maintaining an artisanal identity with clear background contrast. Test: Inspect active CSS rules (Pass/Fail). Criterion 3 (CTA): The crisis section must feature an action button using a distinct, high-contrast accent color. Test: Visual target check (Pass/Fail). 3. The Ideate Phase Assets: Sourced an organic palette via Coolors.co and craft fonts via Google Fonts. Selection: Wireframe 1 was selected. Placing links at top followed by a bold Hero panel aligns with standard mental models, guiding users down from brand story directly into the Varroa mite action button before the footer. What’s Next? Real Shopping Section Page: Transforming the prototype into an e-commerce platform with dynamic product listings, jar size selectors, and active shopping cart logic. Contact Us Section: Launching a contact hub featuring an automated enquiry form, apiary map coordinates, and an ecosystem reporting tool for bee conservation.
Devlog #1: Adding the Contact Page (And Taming CSS Flexbox) Hey everyone! Quick update on the Gold & Girl site. Until now, we didn’t actually have a way for people to reach out directly through the site. I finally sat down and built out the Contact Page from scratch, and honestly, it turned out to be a massive lesson in debugging layout quirks and form handling. Here’s a quick breakdown of what went down and what’s new since the last version: Building the Contact Form: I set up a clean two-column layout containing an info card on the left and the enquiry form on the right. Fixing Template Strings & Typos: At first, my success message banner was rendering raw template literal variables on page load. I stripped out the hardcoded text placeholders from the HTML and used proper JavaScript backticks (template literals) to dynamically inject the user’s name and enquiry type cleanly upon submission. I also caught and fixed a typo where I spelled “received” as “recieved.” Taming the Social Icons: I wanted links to our social channels at the bottom. My first attempt resulted in giant brand logos breaking the page. To fix this, I wrapped them into a dedicated .socials-section container with a clean translucent off-white background matching our honey theme. I used CSS Flexbox to align the text handles right next to their corresponding icons horizontally instead of stacking them vertically, which looks way cleaner. Hooking up a Live Backend: Having a form look pretty is cool, but it’s useless if the messages go nowhere. Since this is a static site, I integrated Web3Forms via an API access key using a hidden POST action. Now, whenever someone submits an enquiry, it bypasses client-side storage and fires an email notification straight to my inbox in real time. The site is looking super polished now and actually functions like a real business page. I think its ready to ship!!
Ships:
I made a business website for a local honey brand called Gold and Girl Honey Co. It has pages that show our mission, bee health awareness, and different honey products. The biggest part of the project was building the brand new Contact Page because the site didn’t have one before. It has a two column layout with a Get In Touch card on the left for basic info and a structured enquiry form on the right. I also built a custom social media section at the very bottom to link our accounts. CSS Flexbox layouts: Getting the social media icons at the bottom to look right was a massive headache. At first, the logos were way too big and bulging, and the text handles were wrapping into weird vertical lines. I had to create a custom socials box and use flex direction properties to finally force the text and icons to line up perfectly next to each other. Form styling: Making the select drop-down menu and the big message box match the exact same rounded corners and padding as the name and email fields took a lot of trial and error in the CSS stylesheet. JavaScript bugs: I had a few bugs with my JavaScript strings where my success message was accidentally showing raw template code on the screen instead of the user’s actual name. I also kept messing up the spelling of the word “received” in my code. I am super proud of getting a live backend email system to work without having to build a massive server application from scratch. I connected the form to Web3Forms using an API key and a POST method. Now, whenever someone actually fills out the form and hits submit, it bypasses the browser and sends a real email notification straight to my personal inbox instantly. You can test the form validation by filling out your name, email, and typing a message into the enquiry box. The success message is dynamic, so if you change the dropdown option from Honey Products to Bee Health, the alert message text changes based on what you chose. If you hit the orange submit button, it will check your inputs and actually fire off a live email alert to my inbox....
|
1793245863.0828807
|
1793332263.0828807
|
|
15560
|
Soda Delivery Robot by @AJ04 | Stardance
|
AJ04
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Soda Delivery Robot by @AJ04 | Stardance
|
1792727463.4223676
|
1793332263.4223676
|
|
22123
|
Stupid friend group street fighter game by @Noont Stupid friend group street fighter game by @Noont | Stardance...
|
Noont
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Stupid friend group street fighter game by Title: Stupid friend group street fighter game by @Noont | Stardance...
|
1792727464.2596645
|
1793332264.2596645
|
|
26420
|
Untitled project by @Aral | Stardance
|
Aral
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Aral | Stardance
|
1792727465.1061502
|
1793332265.1061502
|
|
38165
|
My first slack bot! by @YoshiHack | Stardance
|
YoshiHack
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @YoshiHack | Stardan Title: My first slack bot! by @YoshiHack | Stardance...
|
1792727465.945075
|
1793332265.945075
|
|
8153
|
Somnaise by @buck_lukas | Stardance
|
buck_lukas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Somnaise by @buck_lukas | Stardance
|
1792727466.8107374
|
1793332266.8107374
|
|
36595
|
My first slack bot! by @Advay_Tyagi | Stardance
|
Advay_Tyagi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Advay_Tyagi | Stard Title: My first slack bot! by @Advay_Tyagi | Stardance...
|
1792727467.6526859
|
1793332267.6526859
|
|
33685
|
My own site! by @ShaheerNova | Stardance
|
ShaheerNova
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T14:38:07Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a modern personal portfolio website using HTML, CSS, and JavaScript. The website introduces me, showcases my skills, featured projects, and contact information with a responsive and animated design. I learned how to structure a complete website, improve the user interface, deploy it with GitHub Pages, and track my coding progress using Hackatime. I’m proud that this is my first complete personal website, and I plan to keep improving it by adding more projects and new features as I continue learning web development. You can test the project by visiting the live website and exploring the navigation, responsive layout, project section, and contact section.", "repo": "https://github.com/shaheerfreelancing-bit/shaheer-portfolio", "demo": "https://shaheerfreelancing-bit.github.io/shaheer-portfolio/"}]...
|
[{"post_id": 26738, "ts": "202 [{"post_id": 26738, "ts": "2026-07-11T18:17:18Z", "hours": 0.7331, "text": "Today I upgraded my personal website by adding animated skill progress bars, project icons, real project links, and improved the project section. I also refined the profile and interactive effects."}, {"post_id": 26565, "ts": "2026-07-11T13:52:50Z", "hours": 0.3725, "text": "Today I completed the first version of my personal portfolio website. I hosted it with GitHub Pages, connected Hackatime, improved the hero section, added my profile picture, and polished the design. Next, I’ll continue improving the animations, responsiveness, and remaining sections."}]...
|
Title: My own site! by @ShaheerNova | Stardance
D Title: My own site! by @ShaheerNova | Stardance
Devlogs:
Today I completed the first version of my personal portfolio website. I hosted it with GitHub Pages, connected Hackatime, improved the hero section, added my profile picture, and polished the design. Next, I’ll continue improving the animations, responsiveness, and remaining sections.
Today I upgraded my personal website by adding animated skill progress bars, project icons, real project links, and improved the project section. I also refined the profile and interactive effects.
Ships:
I built a modern personal portfolio website using HTML, CSS, and JavaScript. The website introduces me, showcases my skills, featured projects, and contact information with a responsive and animated design. I learned how to structure a complete website, improve the user interface, deploy it with GitHub Pages, and track my coding progress using Hackatime. I’m proud that this is my first complete personal website, and I plan to keep improving it by adding more projects and new features as I continue learning web development. You can test the project by visiting the live website and exploring the navigation, responsive layout, project section, and contact section....
|
1793245867.914022
|
1793332267.914022
|
|
26579
|
Tremenda by @antoin | Stardance
|
antoin
|
0
|
27.73
|
0
|
[]
|
[{"post_id": 61222, "ts": "202 [{"post_id": 61222, "ts": "2026-09-04T01:41:21Z", "hours": 0.5194, "text": "So, just came back after a long break because I needed to review for school. PlatformIO doesn’t want to cooperate so I have to deletea everything and start from scratch. I will update when some code will be rewritten."}, {"post_id": 44257, "ts": "2026-08-09T21:43:42Z", "hours": 6.7292, "text": "Updates: I had some problems with platformio and list all of my code from this project, but I have saved the code on another computer and I will repair the problem I created a code to connect to my phone through bluetooth."}, {"post_id": 37356, "ts": "2026-07-30T00:36:56Z", "hours": 6.6364, "text": "Hardware I finished the schematics and pcb layout for the custom esp32 version one for my project, ordered it and will test it out in the future. Software I am starting to code the UI (User interface) of my device and it should not take me too long to code everything."}, {"post_id": 23897, "ts": "2026-07-07T03:12:20Z", "hours": 9.1097, "text": "Hardware: Added a total of 7 buttons, left, right, up, down, volume up, volume down, and select. Software: Modified the code so it allows the user to access folders and view mp3 files and navigate through the MicroSD card contents To Do: Update the code so it connects to bluetooth earphones Update the code so it can read .txt files Find a way to display color on the screen"}, {"post_id": 19663, "ts": "2026-07-01T01:20:48Z", "hours": 2.2172, "text": "Finished wiring the MicroSD card module to the ESP32. Finnally finished the code for the ESP32 to check what is inside it after working on it for 3 hours. First real git commit for the code."}, {"post_id": 18603, "ts": "2026-06-29T19:56:49Z", "hours": 2.5206, "text": "I am working on a MP3 player with a ESP32 as “brains” for the project. During the coding part to detect if a button is pressed I encoutered a problem and can’t solve it. If someone could help me troubleshoot my problem would be greatly appreciated."}]...
|
Title: Tremenda by @antoin | Stardance
Devlogs:
I Title: Tremenda by @antoin | Stardance
Devlogs:
I am working on a MP3 player with a ESP32 as “brains” for the project. During the coding part to detect if a button is pressed I encoutered a problem and can’t solve it. If someone could help me troubleshoot my problem would be greatly appreciated.
Finished wiring the MicroSD card module to the ESP32. Finnally finished the code for the ESP32 to check what is inside it after working on it for 3 hours. First real git commit for the code.
Hardware: Added a total of 7 buttons, left, right, up, down, volume up, volume down, and select. Software: Modified the code so it allows the user to access folders and view mp3 files and navigate through the MicroSD card contents To Do: Update the code so it connects to bluetooth earphones Update the code so it can read .txt files Find a way to display color on the screen
Hardware I finished the schematics and pcb layout for the custom esp32 version one for my project, ordered it and will test it out in the future. Software I am starting to code the UI (User interface) of my device and it should not take me too long to code everything.
Updates: I had some problems with platformio and list all of my code from this project, but I have saved the code on another computer and I will repair the problem I created a code to connect to my phone through bluetooth.
So, just came back after a long break because I needed to review for school. PlatformIO doesn’t want to cooperate so I have to deletea everything and start from scratch. I will update when some code will be rewritten....
|
1792727468.4943516
|
1793332268.4943516
|
|
32685
|
Programming Training Hub by @alisa | Stardance
|
alisa
|
0
|
7.26
|
0
|
[]
|
[{"post_id": 25107, "ts": "202 [{"post_id": 25107, "ts": "2026-07-09T03:11:37Z", "hours": 7.2558, "text": "I started this project a while ago, so I’m logging quite a bit of work over the course of a few weeks at once. The main features that I’ve been working on recently are the project submission system and finetuning other small things related to user experience (e.g. built in IDE, submission statuses, etc.)."}]...
|
Title: Programming Training Hub by @alisa | Starda Title: Programming Training Hub by @alisa | Stardance
Devlogs:
I started this project a while ago, so I’m logging quite a bit of work over the course of a few weeks at once. The main features that I’ve been working on recently are the project submission system and finetuning other small things related to user experience (e.g. built in IDE, submission statuses, etc.)....
|
1792727469.6281688
|
1793332269.6281688
|
|
13372
|
THE BEST MACROPAD by @Master_Builder | Stardance
|
Master_Builder
|
0
|
0.26
|
0
|
[]
|
[{"post_id": 6063, "ts": "2026 [{"post_id": 6063, "ts": "2026-06-10T05:51:31Z", "hours": 0.2558, "text": "I MADE A HACKPAD (ITS MY FIRST PROJECT EVER!)"}]...
|
Title: THE BEST MACROPAD by @Master_Builder | Star Title: THE BEST MACROPAD by @Master_Builder | Stardance
Devlogs:
I MADE A HACKPAD (ITS MY FIRST PROJECT EVER!)...
|
1792727470.452775
|
1793332270.452775
|
|
31120
|
My own site! by @renanfartes | Stardance
|
renanfartes
|
1
|
5.25
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T19:52:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my very own website! As this is the first version, it only contains 3 main contents + a typewritter effect made by me! The app is not beautiful and does not have any of the cool images the other personal sites have. But i think that for me just by learning vue from scratch, it was challenging enouth (a even pen exploded in my mounth because i was stressed with vue)", "repo": "https://github.com/Renan-G-projec/RenanGabriel-personal-website", "demo": "https://renangabriel.netlify.app/"}]...
|
[{"post_id": 37967, "ts": "202 [{"post_id": 37967, "ts": "2026-07-31T01:15:42Z", "hours": 1.2514, "text": "Devlog #005 Style changes! I chanched the style so the site looks more professional, with these intercalating themes, centralizing things. Added my new project, Chip8Emulator. Alsop i removed those ugly icons and added some animations to the headers."}, {"post_id": 23676, "ts": "2026-07-06T19:48:48Z", "hours": 1.0314, "text": "Devlog #004 Finally deployed! I’ve made this annoying contact section and changed the icons. The most difficult part was actually deploying a vue project. I tried creating a branch, bugged everything, then the images wasn’t loading, then i deleted the branch, then i deployed on main and the images were being cutting off by the vue compiler. I solved making the images being imported from js code, so the compiler shouln’t complain. That’s it!!"}, {"post_id": 23434, "ts": "2026-07-06T12:14:47Z", "hours": 1.2667, "text": "Devlog #003 Added My card component! I learned a lot about vue. Like, you can made your own attributes like html ! I also made the card contents scallable because they are rendered by an array of projects (which are objects). I plan to make the cards a little more smooth and add a skill content in the future. And as yall can see in the video, it apperently is nice for mobile!"}, {"post_id": 23173, "ts": "2026-07-05T23:53:30Z", "hours": 0.4914, "text": "Devlog #002 Added About Me section! I created this new vue template and added a new image and the content. I also styled so when hovered the image scale smoothly. I also made some flex magic to make sure that in the future mobile UX will be nice. I plan now to make my projects section, and for scability i saw in vue docs the use of v-for attribute, which can help me."}, {"post_id": 23160, "ts": "2026-07-05T23:07:04Z", "hours": 0.7792, "text": "Devlog #001 Hey!! This is the first devlog of my personal website. I decided to use none AI on this project and this is already giving me A LOT OF HEADACHE I am kinda new to the infinite black hole of js frameworks. I was learnign vue by the guide and i was so stressed that i litteraly broke accidentaly a pen inside my mounth. ink tastes horrible. As you can see in this video i made the components and a typewriter effect + my pfp + custom font. Y’all can see by the open tabs the headache that i was goin’ through. I didn’t even know what is vite and the miz of js + html on any framework syntax is kidna weird."}]...
|
Title: My own site! by @renanfartes | Stardance
D Title: My own site! by @renanfartes | Stardance
Devlogs:
Devlog #001 Hey!! This is the first devlog of my personal website. I decided to use none AI on this project and this is already giving me A LOT OF HEADACHE I am kinda new to the infinite black hole of js frameworks. I was learnign vue by the guide and i was so stressed that i litteraly broke accidentaly a pen inside my mounth. ink tastes horrible. As you can see in this video i made the components and a typewriter effect + my pfp + custom font. Y’all can see by the open tabs the headache that i was goin’ through. I didn’t even know what is vite and the miz of js + html on any framework syntax is kidna weird.
Devlog #002 Added About Me section! I created this new vue template and added a new image and the content. I also styled so when hovered the image scale smoothly. I also made some flex magic to make sure that in the future mobile UX will be nice. I plan now to make my projects section, and for scability i saw in vue docs the use of v-for attribute, which can help me.
Devlog #003 Added My card component! I learned a lot about vue. Like, you can made your own attributes like html ! I also made the card contents scallable because they are rendered by an array of projects (which are objects). I plan to make the cards a little more smooth and add a skill content in the future. And as yall can see in the video, it apperently is nice for mobile!
Devlog #004 Finally deployed! I’ve made this annoying contact section and changed the icons. The most difficult part was actually deploying a vue project. I tried creating a branch, bugged everything, then the images wasn’t loading, then i deleted the branch, then i deployed on main and the images were being cutting off by the vue compiler. I solved making the images being imported from js code, so the compiler shouln’t complain. That’s it!!
Devlog #005 Style changes! I chanched the style so the site looks more professional, with these intercalating themes, centralizing things. Added my new project, Chip8Emulator. Alsop i removed those ugly icons and added some animations to the headers.
Ships:
I made my very own website! As this is the first version, it only contains 3 main contents + a typewritter effect made by me! The app is not beautiful and does not have any of the cool images the other personal sites have. But i think that for me just by learning vue from scratch, it was challenging enouth (a even pen exploded in my mounth because i was stressed with vue)...
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1793245870.6857822
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1793332270.6857822
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21253
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Frictionless by @aarav_kotha | Stardance
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aarav_kotha
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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 @aarav_kotha | Stardance
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1792727471.3271358
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1793332271.3271358
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25315
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CSPOS by @ryank | Stardance
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ryank
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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: CSPOS by @ryank | Stardance
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1792727472.1872897
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1793332272.1872897
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20575
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My awesome macropad! by @bhavishya1 | Stardance
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bhavishya1
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @bhavishya1 | Stard Title: My awesome macropad! by @bhavishya1 | Stardance...
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1792727473.048247
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1793332273.048247
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26511
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Insight by @justin_m_baratta | Stardance
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justin_m_baratta
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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: Insight by @justin_m_baratta | Stardance
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1792727473.9124672
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1793332273.9124672
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21511
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Basic Slack Bot by @Smithch1ps | Stardance
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Smithch1ps
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0
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0.33
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0
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[]
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[{"post_id": 12453, "ts": "202 [{"post_id": 12453, "ts": "2026-06-20T10:12:21Z", "hours": 0.3344, "text": "Spent around 4 hours coding but mostly setting everything up unfortunately I hadn’t installed hackatime correctly so pretty much none of it logged Followed all of the guide to build a basic slack bot and am waiting on auth for Nest, as an added feature i put a command which can locate the location of an Ip address Plan to add home assistant integration, weather, translate, define(defines the inputted word), stock displayer, qr code generator, random useless fact, yo mama jokes, cheap shark(price comparator for video games), geocoding, FBI wanted list(why not) and a chuck Norris quoter (even though it already exists in slack I thought I would add it for fun) Basically just adding a bunch of useful and fun commands as a bit of a universal bot of sorts"}]...
|
Title: Basic Slack Bot by @Smithch1ps | Stardance
Title: Basic Slack Bot by @Smithch1ps | Stardance
Devlogs:
Spent around 4 hours coding but mostly setting everything up unfortunately I hadn’t installed hackatime correctly so pretty much none of it logged Followed all of the guide to build a basic slack bot and am waiting on auth for Nest, as an added feature i put a command which can locate the location of an Ip address Plan to add home assistant integration, weather, translate, define(defines the inputted word), stock displayer, qr code generator, random useless fact, yo mama jokes, cheap shark(price comparator for video games), geocoding, FBI wanted list(why not) and a chuck Norris quoter (even though it already exists in slack I thought I would add it for fun) Basically just adding a bunch of useful and fun commands as a bit of a universal bot of sorts...
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1792727474.7801728
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1793332274.7801728
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14339
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Tony Stark's Robotic Arm by @Tony_Stark | Star Tony Stark's Robotic Arm by @Tony_Stark | Stardance...
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Tony_Stark
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0
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2.55
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0
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[]
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[{"post_id": 29563, "ts": "202 [{"post_id": 29563, "ts": "2026-07-16T16:14:56Z", "hours": 2.5464, "text": "Hey there, I am working on a super intelligent AI powered Robotic arm and aiming it to be like Tony Stark’s one, currently in the ss you can see the component case and wheels space as I want mobility, and I will keep it simple in design, more focused to functionality, thinking to use 3-fingured claw but have to figure out something to build it and also probably using Raspberry pi as the main processor"}]...
|
Title: Tony Stark's Robotic Arm by @Tony_Stark Title: Tony Stark's Robotic Arm by @Tony_Stark | Stardance
Devlogs:
Hey there, I am working on a super intelligent AI powered Robotic arm and aiming it to be like Tony Stark’s one, currently in the ss you can see the component case and wheels space as I want mobility, and I will keep it simple in design, more focused to functionality, thinking to use 3-fingured claw but have to figure out something to build it and also probably using Raspberry pi as the main processor...
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1792727475.6279786
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1793332275.6279786
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13644
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My first slack bot! by @Honque | Stardance
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Honque
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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 @Honque | Stardance
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1792727476.4749825
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1793332276.4749825
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33646
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MyOwnRockChip by @FBIopeningUP | Stardance
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FBIopeningUP
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0
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0.0
|
0
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[]
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[]
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Title: MyOwnRockChip by @FBIopeningUP | Stardance
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1792727477.3389006
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1793332277.3389006
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27857
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Portfolio by @Ted | Stardance
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Ted
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T22:18:10Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was really fun when designing the way the borders go from edge to edge and the candy cane buffer zones.", "repo": "https://github.com/t3duk/portfolio-v9", "demo": "https://ted.ac"}]...
|
[{"post_id": 17940, "ts": "202 [{"post_id": 17940, "ts": "2026-06-28T21:56:48Z", "hours": 0.7681, "text": "I shipped my new Portfolio with stats pulled in from LastFM, Hackatime and Discord’"}]...
|
Title: Portfolio by @Ted | Stardance
Devlogs:
I s Title: Portfolio by @Ted | Stardance
Devlogs:
I shipped my new Portfolio with stats pulled in from LastFM, Hackatime and Discord’
Ships:
This was really fun when designing the way the borders go from edge to edge and the candy cane buffer zones....
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1793245878.129843
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1793332278.129843
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8845
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My awesome macropad! by @yellowissuchanoverratedco My awesome macropad! by @yellowissuchanoverratedcolor | Stardance...
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yellowissuchanoverratedcolor
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @yellowissuchanover Title: My awesome macropad! by @yellowissuchanoverratedcolor | Stardance...
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1792727478.1707373
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1793332278.1707373
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21621
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So Let's Set The Ore On Fire by @jpeisach | St So Let's Set The Ore On Fire by @jpeisach | Stardance...
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jpeisach
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1
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1.67
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T13:30:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "26.2 Port of So Let’s Set The Ore On Fire The 26.2 port of SLSTOOF is now available for Fabric and Neoforge on Modrinth and GitHub!", "repo": "https://github.com/jpeisach/slstoof", "demo": "https://modrinth.com/mod/so-lets-set-the-ore-on-fire"}]...
|
[{"post_id": 11922, "ts": "202 [{"post_id": 11922, "ts": "2026-06-19T13:15:37Z", "hours": 0.6675, "text": "26.2 port, actually So the jar actually only contained the code for the mod loader client, and not the common code. Oops. Thanks to some help in the Architectury discord, I found that I needed to upgrade to another “shadow” gradle plugin (on another ID) and also apply some changes. Now everything is correct. Since I messed up, I made a new release (1.0.3), and it also gave me the chance to update the repository information since I changed my GitHub name from ItzSwirlz to JPeisach (I think I’d prefer “jpeisach” but I don’t know if I can be that specific - regardless, the url is case insensitive)."}, {"post_id": 11278, "ts": "2026-06-18T13:27:23Z", "hours": 0.6603, "text": "So Let’s Set The Ore On Fire - 26.2 Port After skipping 26.1 because Architectury (mod loader abstraction library) didn’t have a version available (as far as I knew), and since the update was well.. nothing interesting, since one now exists for 26.2 I took the time to port SLSTOOF (So Let’s Set The Ore On Fire) to 26.2. Mod Introduction SLSTOOF is a mod that adds the other kinds of fire types. In real life, if you light copper on fire, the color actually ends up being a little bit light-blueish. For example, Copper Torches. I think Mojang did this in education edition, but not in Java. They would eventually add it (and I would need to create “aliases” to automatically migrate world blocks from the mod’s copper torch to the game’s copper torch, but that happened pre-Star dance). Iron also lights a bit more “yellowish”, and also, since redstone torches are red, I made redstone fire “red”. Aside from the “fire block” that is made depending on which surface you light the fire on, I also took the time to place in the missing torches and campfires. I also made the redstone campfire emit signal :) You can also see that I put in GameTest tests. For now, I just did basic flame ignition. In the future, I could add more to ensure things like crafting or item drops work. But believe me, this is useful for when you have to make a minor upgrade and don’t want to have to start the game to check if anything broke. 26.2 Porting (this declog) The main headaches were: Java 25 or later Architectury and Gradle The code changes since 1.21.11 Java 25 and later Just some manual configurations like using JAVA_HOME to specify which Java version to use. It took me an embarrassing long time to realize that the “unsupported major class version” errors were because of this. Gradle Gradle was updated to 9.5.0. Architectury Loom (fork of Fabric Loom, which I think helps manages dependencies and mod toolchain but I forgot), had also gotten updates. Same with the Architectury Gradle Plugin. Since obfuscation is no longer a thing, I had to tell gradle to stop complaining about the lack of “mappings” dependency, and I also had to bounce around snapshot versions of Architectury Loom until I found the solution for porting my project, because official docs for porting had not been updated yet and neither had the mod template generator. By combing through Discord messages on the Architectury Discord, and lots of trial and error, I eventually got things to work. Code changes since 1.21.11 Access Wideners: named -> “official” (also required a change in gradle config) RenderTypeRegistry was used to ensure that the blocks that do not take up entire 1x1x1 spaces, like torches and campfires, don’t get registered as such. Otherwise they have a black border above the actual texture. It seems that this is no longer needed, as I can just set the Campfire BlockEntityType list to include my custom campfires - and everything else seems to not be affected. Go Mojang refactoring, I guess? Anyways, it worked out. I think another class was renamed in the Fabric/Neoforge side of things, but I tested everything and all is good. After missing 26.1, I was a little worried - I thought that I may have to switch to Balm, another mod loader abstraction library, in hopes that it would be more up to date. But, probably since college has ended, people had time to work on it and I am now able to deliver only two days after release, which is pretty good. The ported versions of the mod are now available on GitHub and Modrinth for Fabric and NeoForge. Happy porting and world upgrading everyone! (Oh and thanks Zed for not counting the like, hour I think, I spent fighting with Gradle before I switched to IntelliJ, maybe rerunning the Hackatime install script did something, but nevertheless it’s about 37 minutes of actual “code” time)."}]...
|
Title: So Let's Set The Ore On Fire by @jpeisa Title: So Let's Set The Ore On Fire by @jpeisach | Stardance
Devlogs:
So Let’s Set The Ore On Fire - 26.2 Port After skipping 26.1 because Architectury (mod loader abstraction library) didn’t have a version available (as far as I knew), and since the update was well.. nothing interesting, since one now exists for 26.2 I took the time to port SLSTOOF (So Let’s Set The Ore On Fire) to 26.2. Mod Introduction SLSTOOF is a mod that adds the other kinds of fire types. In real life, if you light copper on fire, the color actually ends up being a little bit light-blueish. For example, Copper Torches. I think Mojang did this in education edition, but not in Java. They would eventually add it (and I would need to create “aliases” to automatically migrate world blocks from the mod’s copper torch to the game’s copper torch, but that happened pre-Star dance). Iron also lights a bit more “yellowish”, and also, since redstone torches are red, I made redstone fire “red”. Aside from the “fire block” that is made depending on which surface you light the fire on, I also took the time to place in the missing torches and campfires. I also made the redstone campfire emit signal :) You can also see that I put in GameTest tests. For now, I just did basic flame ignition. In the future, I could add more to ensure things like crafting or item drops work. But believe me, this is useful for when you have to make a minor upgrade and don’t want to have to start the game to check if anything broke. 26.2 Porting (this declog) The main headaches were: Java 25 or later Architectury and Gradle The code changes since 1.21.11 Java 25 and later Just some manual configurations like using JAVA_HOME to specify which Java version to use. It took me an embarrassing long time to realize that the “unsupported major class version” errors were because of this. Gradle Gradle was updated to 9.5.0. Architectury Loom (fork of Fabric Loom, which I think helps manages dependencies and mod toolchain but I forgot), had also gotten updates. Same with the Architectury Gradle Plugin. Since obfuscation is no longer a thing, I had to tell gradle to stop complaining about the lack of “mappings” dependency, and I also had to bounce around snapshot versions of Architectury Loom until I found the solution for porting my project, because official docs for porting had not been updated yet and neither had the mod template generator. By combing through Discord messages on the Architectury Discord, and lots of trial and error, I eventually got things to work. Code changes since 1.21.11 Access Wideners: named -> “official” (also required a change in gradle config) RenderTypeRegistry was used to ensure that the blocks that do not take up entire 1x1x1 spaces, like torches and campfires, don’t get registered as such. Otherwise they have a black border above the actual texture. It seems that this is no longer needed, as I can just set the Campfire BlockEntityType list to include my custom campfires - and everything else seems to not be affected. Go Mojang refactoring, I guess? Anyways, it worked out. I think another class was renamed in the Fabric/Neoforge side of things, but I tested everything and all is good. After missing 26.1, I was a little worried - I thought that I may have to switch to Balm, another mod loader abstraction library, in hopes that it would be more up to date. But, probably since college has ended, people had time to work on it and I am now able to deliver only two days after release, which is pretty good. The ported versions of the mod are now available on GitHub and Modrinth for Fabric and NeoForge. Happy porting and world upgrading everyone! (Oh and thanks Zed for not counting the like, hour I think, I spent fighting with Gradle before I switched to IntelliJ, maybe rerunning the Hackatime install script did something, but nevertheless it’s about 37 minutes of actual “code” time).
26.2 port, actually So the jar actually only contained the code for the mod loader client, and not the common code. Oops. Thanks to some help in the Architectury discord, I found that I needed to upgrade to another “shadow” gradle plugin (on another ID) and also apply some changes. Now everything is correct. Since I messed up, I made a new release (1.0.3), and it also gave me the chance to update the repository information since I changed my GitHub name from ItzSwirlz to JPeisach (I think I’d prefer “jpeisach” but I don’t know if I can be that specific - regardless, the url is case insensitive).
Ships:
26.2 Port of So Let’s Set The Ore On Fire The 26.2 port of SLSTOOF is now available for Fabric and Neoforge on Modrinth and GitHub!...
|
1793245881.2261176
|
1793332281.2261176
|
|
14493
|
Personal Journal/Achievement Tracker by @MarvelsTo Personal Journal/Achievement Tracker by @MarvelsTokyo | Stardance...
|
MarvelsTokyo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Personal Journal/Achievement Tracker by @Ma Title: Personal Journal/Achievement Tracker by @MarvelsTokyo | Stardance...
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1792727481.5879855
|
1793332281.5879855
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1854
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Pokepy by @anayshekhar | Stardance
|
anayshekhar
|
1
|
5.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T17:51:46Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "what did you make? I built pokepy, a character-level language model that creates new pokémon sounding names from scratch using only numpy. The project started as a simple MLP and was later upgraded into a WaveNet-style architecture to explore how increasing the amount of context a model sees can improve generation. Instead of using PyTorch or other machine learning frameworks, I built the main parts of the neural network myself, including embeddings, linear layers, batch normalization, activations, loss functions, and backpropagation. what was challenging? The hardest part was understanding and implementing everything manually. Without autograd, I had to calculate the gradients for every layer and debug how information moved through the network during training. Another challenge was improving the model architecture. The first MLP only looked at 3 characters at a time, which limited what it could learn. Building the WaveNet-style model and increasing the context window to 8 characters required changing how the model combined information. what are you proud of? I am most proud that the entire project works without relying on deep learning libraries. Building a working neural network from just numpy helped me understand what is actually happening inside models instead of treating them like a black box. I am also proud that I was able to compare different architectures and see how changing the way a model processes context affects the results. what should people know so they can test your project? The project has a live demo hosted on Hugging Face Spaces where anyone can generate new pokémon names. The demo runs the trained WaveNet model and loads the saved numpy weights to generate names directly. No PyTorch or external ML frameworks are required. Try entering the demo and generate a few names, every result is created by the model’s learned character patterns, so outputs will be different each time. I also built this project by following and understanding Andrej Karpathy’s Zero to Hero, MakeMore", "repo": "https://github.com/AnayShekhar/pokepy", "demo": "https://excluding-aus-others-optical.trycloudflare.com/"}]...
|
[{"post_id": 20470, "ts": "202 [{"post_id": 20470, "ts": "2026-07-02T02:15:00Z", "hours": 1.2808, "text": "Finished pokepy a while ago. heres an update. pokepy is a character level language model that generates pokemon sounding names. It was trained on a list of all 1025 pokemon. This was made with ONLY numpy, no pytorch, no autograd, and no other deep learning libraries. It started as a simple MLP, then I expanded it into a WaveNet style architecture. I used Andrej Karpathy’s Zero to Hero series as inspiration. To run pokepy yourself, you just need to run the .command or .bat file from the source code. This runs it locally on http://0.0.0.0:10000 ."}, {"post_id": 11404, "ts": "2026-06-18T17:45:58Z", "hours": 4.0364, "text": "I built pokepy, a character-level language model that generates pokémon sounding names completely from scratch using only numpy. The main goal of this project was to understand how neural networks actually work instead of just using libraries that hide everything. I did not use PyTorch or autograd, so I had to manually build the important parts like embeddings, linear layers, batch normalization, activations, loss functions, backpropagation, and gradient updates. I first built a simple MLP model. It used a 3 character context window, meaning it only looked at the previous 3 characters to predict the next one. The model was able to learn basic patterns from pokémon names, but I noticed that it struggled when names had longer patterns because it could only see a small amount of information.To improve this, I built a WaveNet-style model. Instead of just making the model bigger, I changed the architecture so it could understand more context. Using FlattenConsecutive layers, the model slowly combined groups of characters together, increasing the context window from 3 characters to 8 characters.The hardest parts of this project were implementing everything manually and debugging how each part worked. Batch normalization was difficult because I had to keep track of running statistics for inference, and backpropagation required me to calculate the gradients for every layer instead of using automatic tools.After comparing the MLP and WaveNet models, I learned that improving a model is not always about adding more parameters. Sometimes changing how the model understands information, especially context, can make a bigger difference. I also deployed the final WaveNet model using Hugging Face Spaces and Gradio. The demo loads the trained numpy weights and generates new pokémon names without using any deep learning frameworks. This project helped me understand the foundations of language models and gave me a better idea of what is actually happening inside neural networks when they learn."}]...
|
Title: Pokepy by @anayshekhar | Stardance
Devlogs Title: Pokepy by @anayshekhar | Stardance
Devlogs:
I built pokepy, a character-level language model that generates pokémon sounding names completely from scratch using only numpy. The main goal of this project was to understand how neural networks actually work instead of just using libraries that hide everything. I did not use PyTorch or autograd, so I had to manually build the important parts like embeddings, linear layers, batch normalization, activations, loss functions, backpropagation, and gradient updates. I first built a simple MLP model. It used a 3 character context window, meaning it only looked at the previous 3 characters to predict the next one. The model was able to learn basic patterns from pokémon names, but I noticed that it struggled when names had longer patterns because it could only see a small amount of information.To improve this, I built a WaveNet-style model. Instead of just making the model bigger, I changed the architecture so it could understand more context. Using FlattenConsecutive layers, the model slowly combined groups of characters together, increasing the context window from 3 characters to 8 characters.The hardest parts of this project were implementing everything manually and debugging how each part worked. Batch normalization was difficult because I had to keep track of running statistics for inference, and backpropagation required me to calculate the gradients for every layer instead of using automatic tools.After comparing the MLP and WaveNet models, I learned that improving a model is not always about adding more parameters. Sometimes changing how the model understands information, especially context, can make a bigger difference. I also deployed the final WaveNet model using Hugging Face Spaces and Gradio. The demo loads the trained numpy weights and generates new pokémon names without using any deep learning frameworks. This project helped me understand the foundations of language models and gave me a better idea of what is actually happening inside neural networks when they learn.
Finished pokepy a while ago. heres an update. pokepy is a character level language model that generates pokemon sounding names. It was trained on a list of all 1025 pokemon. This was made with ONLY numpy, no pytorch, no autograd, and no other deep learning libraries. It started as a simple MLP, then I expanded it into a WaveNet style architecture. I used Andrej Karpathy’s Zero to Hero series as inspiration. To run pokepy yourself, you just need to run the .command or .bat file from the source code. This runs it locally on http://0.0.0.0:10000 .
Ships:
what did you make? I built pokepy, a character-level language model that creates new pokémon sounding names from scratch using only numpy. The project started as a simple MLP and was later upgraded into a WaveNet-style architecture to explore how increasing the amount of context a model sees can improve generation. Instead of using PyTorch or other machine learning frameworks, I built the main parts of the neural network myself, including embeddings, linear layers, batch normalization, activations, loss functions, and backpropagation. what was challenging? The hardest part was understanding and implementing everything manually. Without autograd, I had to calculate the gradients for every layer and debug how information moved through the network during training. Another challenge was improving the model architecture. The first MLP only looked at 3 characters at a time, which limited what it could learn. Building the WaveNet-style model and increasing the context window to 8 characters required changing how the model combined information. what are you proud of? I am most proud that the entire project works without relying on deep learning libraries. Building a working neural network from just numpy helped me understand what is actually happening inside models instead of treating them like a black box. I am also proud that I was able to compare different architectures and see how changing the way a model processes context affects the results. what should people know so they can test your project? The project has a live demo hosted on Hugging Face Spaces where anyone can generate new pokémon names. The demo runs the trained WaveNet model and loads the saved numpy weights to generate names directly. No PyTorch or external ML frameworks are required. Try entering the demo and generate a few names, every result is created by the model’s learned character patterns, so outputs will be different each time. I also built this project by following and understanding Andrej Karpathy’s Zero to Hero, MakeMore...
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Leetcode time tracker by @jaswanthremiel | Stardan Leetcode time tracker by @jaswanthremiel | Stardance...
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Title: Leetcode time tracker by @jaswanthremiel | Title: Leetcode time tracker by @jaswanthremiel | Stardance...
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My very own WebOS by @PranavSan | Stardance
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Title: My very own WebOS by @PranavSan | Stardance
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My very own WebOS by @vaibhav2 | Stardance
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Title: My very own WebOS by @vaibhav2 | Stardance
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Scamper by @hbcguntur | Stardance
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[{"post_id": 31209, "ts": "202 [{"post_id": 31209, "ts": "2026-07-19T12:55:13Z", "hours": 1.9317, "text": "Hi guys , I really want to become a game developer from my child hood so in this holidays i thought why cant i start a new game , I love the word “Scamper” like i really by harded that word for my school exam at class 2nd and later i see its meaning is to run quickly with light steps and i thought why cant i create an Squirell game . U can see in first image the color-rect with imaginary boundaries can cross the line it is because , later i had learnt i need to keep the color-rect position negative half of size to maintain everything smooth yeah please dont judge by my time for the project i am literally noob u can guide me in comments yeah until now everything is done using documentation only i will use some tutorials too now as i had done the experiments with documentation and some blogs."}]...
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Title: Scamper by @hbcguntur | Stardance
Devlogs: Title: Scamper by @hbcguntur | Stardance
Devlogs:
Hi guys , I really want to become a game developer from my child hood so in this holidays i thought why cant i start a new game , I love the word “Scamper” like i really by harded that word for my school exam at class 2nd and later i see its meaning is to run quickly with light steps and i thought why cant i create an Squirell game . U can see in first image the color-rect with imaginary boundaries can cross the line it is because , later i had learnt i need to keep the color-rect position negative half of size to maintain everything smooth yeah please dont judge by my time for the project i am literally noob u can guide me in comments yeah until now everything is done using documentation only i will use some tutorials too now as i had done the experiments with documentation and some blogs....
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Untitled by @Vya | Stardance
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Title: Untitled by @Vya | Stardance
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My first slack bot! by @jarriabq | Stardance
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Title: My first slack bot! by @jarriabq | Stardanc Title: My first slack bot! by @jarriabq | Stardance...
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Rust Voxel Engine (vulkan) by @DubbsPi | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T17:18:48Z", "hours": 10.0, "multiplier": 8.25, "payout": 83, "blessing": "neutral", "text": "This is a simple voxel engine programmed in rust using vulkan. It was hard to figure out ways to optimize triangle count while also keeping rendering fast. The solution I landed on was building one mesh to upload to the gpu, although this creates stutters upon loading new chunks. I was unable to find a way to fix this problem while also keeping the engine performant. Overall, I think it turned out pretty good for a first project here.", "repo": "https://github.com/DubbsPi/Rust-Voxel-Engine", "demo": "https://github.com/DubbsPi/Rust-Voxel-Engine/releases/tag/Release"}]...
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[{"post_id": 6941, "ts": "2026 [{"post_id": 6941, "ts": "2026-06-11T17:15:21Z", "hours": 0.6144, "text": "Tried to fix stuttering, unable to."}, {"post_id": 2838, "ts": "2026-06-05T17:59:09Z", "hours": 1.6611, "text": "Did some optimization. Made stuff stutter a bunch but or else run at 1000fps"}, {"post_id": 2516, "ts": "2026-06-05T01:33:39Z", "hours": 0.9753, "text": "Added chunk threading (running into lack of culling issues to fix and maxing out of buffers)"}, {"post_id": 2434, "ts": "2026-06-04T22:28:35Z", "hours": 5.2139, "text": "Got a small voxel world generated"}, {"post_id": 1209, "ts": "2026-06-03T02:01:53Z", "hours": 1.6106, "text": "Got a square rendered using wgpu’s vulkan with keyboard inputs working"}]...
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Title: Rust Voxel Engine (vulkan) by @DubbsPi | St Title: Rust Voxel Engine (vulkan) by @DubbsPi | Stardance
Devlogs:
Got a square rendered using wgpu’s vulkan with keyboard inputs working
Got a small voxel world generated
Added chunk threading (running into lack of culling issues to fix and maxing out of buffers)
Did some optimization. Made stuff stutter a bunch but or else run at 1000fps
Tried to fix stuttering, unable to.
Ships:
This is a simple voxel engine programmed in rust using vulkan. It was hard to figure out ways to optimize triangle count while also keeping rendering fast. The solution I landed on was building one mesh to upload to the gpu, although this creates stutters upon loading new chunks. I was unable to find a way to fix this problem while also keeping the engine performant. Overall, I think it turned out pretty good for a first project here....
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Flapy bird AI model by @CY3er | Stardance
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Title: Flapy bird AI model by @CY3er | Stardance
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My first slack bot! by @aysha | Stardance
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Title: My first slack bot! by @aysha | Stardance
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My first slack bot! by @SaiM | Stardance
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Title: My first slack bot! by @SaiM | Stardance
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ARDUINO-LIGHT-CONTROL-SYSTEM by @Perfect_Sibanda | ARDUINO-LIGHT-CONTROL-SYSTEM by @Perfect_Sibanda | Stardance...
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Title: ARDUINO-LIGHT-CONTROL-SYSTEM by @Perfect_Si Title: ARDUINO-LIGHT-CONTROL-SYSTEM by @Perfect_Sibanda | Stardance...
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My first slack bot! by @asxtroz | Stardance
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Title: My first slack bot! by @asxtroz | Stardance
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MadHex hexapod by @baitleumadi | Stardance
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[{"post_id": 62291, "ts": "202 [{"post_id": 62291, "ts": "2026-09-05T16:21:19Z", "hours": 4.1008, "text": "the finished CAD and finihed Full project so i actually just finished everything the overall the CAD include great design with a lot of great features like: the amortization spring the calculated segment leghts detailed ready for printing design the spec the robot deisgned to be fast stable and smooth so thats why Tibia - 150mm femur - 130mm coxa -50mm full size 600mm height 175mm these values allows the LX-16A servos to work correctly and control the robot 3d printing the robot consists of several parts for 3d printing overall weight of the 3d printing parts is around 900g calculated by bambu studio the robot includes : cental case central case cap battery holder coxa servo mount coxa-femur joint femur arm consist of 4 seperate parts the tibia arm consists of 4 different parts the amortizaion spring and foot im using PETG over PLA bexause it can handle bad situations"}, {"post_id": 53580, "ts": "2026-08-24T05:39:01Z", "hours": 5.3203, "text": "THE NEW ROBOT DESIGN NEW PCB Design decision this pcb was created because previous PCB consisted the 2 buck converters which is really complicated and worst desision ever so i decided to remove them and power the servos directly with the serial bus servo motor LX-16A which is the cheapest bus servo i found with UART which can handle the 8.4V from battery and wont burn itself The PCB SChematics Power Stage the LX-16A servos can reduce up to 2A of stal current which means around 36A for all them but only part of them are gonna work in Peak at the same time which makes the basic current around 9A for whole robot and 30A fuse is making it the max current in the robot thats why all of the next components are gonna be able to handle more than 30A XT60 IRF4905S TVS DIODE and 4 big capacitor INA226(for current monitoring) resistor divider (for voltage) Converters so to power the logic i need 2 buck converters from battery to 5v and from 5v to 3.3v i used same buck converter for the powering and choose the value for resistors using the formula from datasheet 2x TPS563201 buck Servo bus so the lx-16a servo motor uses UART protocol and have BUS logic signal the combine of TX RX because MCU uses RX TX but we need BUS i used half duplex trasistor to make it work and also added second half duplex because 18motor for 1 transistor can be alot and dividing it into 2 parts makes the signal a way better and clean 2N2222 6 ports - because the UART works like a chain so you can power and control all 18 servos with 1 port but we have to use 6 ports 1 per leg because otherwise the wires will stuck and wont be connected correctly MCU the mcu is esp32-s3 because it basic and best microcontrolleer with wifi so i can control the robot with wifi which makes it easier ESP32-S3 USB-C buttons *LED for feedback IMU i used BNO055 because while reaserching about IMU i found out that the mpu6050 and other costs the same as the BNO055 but the BNO is much stronger and the best part is that it has it own computing power which helps the MCU which is already have too much to compute the Layout design the PCB include 4 layers 1layer power zones and logic signals 2layer GND 3layer Logic Power and signals 4layer Power zones and logic signals The placement i placed the components so the power components will be seperated from Logic components to make it efficent and work correctly"}, {"post_id": 28115, "ts": "2026-07-14T05:46:33Z", "hours": 1.6503, "text": "almoooost finissh CADDDD The Design So actuallyy the design is look exactly what i wanted to see before and im so so happy with this abiut overall construction we have today : coxa mounting is fixed and changed : about it i decided to start iver and make the coxa mounting better use less plactic and make each mounting seperate which allowed me to make the rangw of motion bigger because of angle of rotation of the coxa which is around 70 and im pretty sure it is enough added a but longer femur for bigger range of angle rotation and also added long curved Tibia part which is also really great the mounting all the parts usuallly mount with just screw and nuts but i also added holes for insert where i need 100% stability and where i have place to place the insert because it is ussually around 5-6mm hole for M3 screw and nut and around 10mm for insert nounting the overall im really proud of this design and think that this is gonna be great and now i just have to fixe some small parts in CAD and make BOM and etc"}, {"post_id": 27801, "ts": "2026-07-13T17:54:27Z", "hours": 2.4086, "text": "New design Yeah i finally made new desing of robot the Genrative design problem after last attempts i actually got really good results with pretty great design but i think that they are pretty weak thats wwhy i spent all day waiting when it will generate a tonn of design with different constarins and loads and come up WITH result that im gonna make it myself and refuse the idea with light and futuristic frame the Current design it is pretty good i think i added the placement for bearings which will hold the axis from the oposite side of the servo shaft mirror it all and now have beatiful design of coxa the size about the size of the leg now im thinking to make the fibia 2 times longer than the coxa and the tibia 2.5 longer than the coxa which means the leg should be right propotional the leg Propotions : 1:2.0:2.5"}, {"post_id": 26083, "ts": "2026-07-10T17:47:10Z", "hours": 2.55, "text": "Failures again generative design so i have no idea now why is generative design is doing evertyhing wrong because i used everything i know and all my creativity but still this is not what i want and i think i have to just quit the idea with generative and Use FEA and a lot of a lot of time improving the main problem the main problem with the generative is that is always change everything in preverse and i thought if it failured when i 1. change the objective 2. constrains it is just trying to decrese anount of plastic in preverse what i dont want it to do i think the ways i have left i can try again and i think i will make it sucsses next time i can make it myself even if it is now as good as the generated design probably gonna make it myselg for now using generative only for small easy parts"}, {"post_id": 25330, "ts": "2026-07-09T15:37:55Z", "hours": 4.5667, "text": "the Finished Ultimate PCB!!!!!!!!!! i’m actually so happy to say that this pcb is finished because now i can finally work on my CAD of robot so here is what i did last 5 hours : firstly check all components of the schematics work on improving it add some extra capcitors replaced all CP 10uf to 10uf C added all Footprints placed everything and route everything Problems Of course i had problems while working The Footprint problems : i had no idea what footprints should go to usb and my buttons which is bi problem because if you choose wrong one you are definetely gonna regret it because of mounting The routing problem: i think it is the problem where ispent most of the time so the main reason is the placing which is really compact and makes it really hard to route and because of that while routing the 32 PWM ways connectors everything been wrong if i tried to solve one problem it causes another that why i spent a lot of time changing everyghuing all the time Overall so i can say that now i have ready PCB with 4 layers and compact size which takes the project to higher level yeahhh and now i have to go study exams…."}, {"post_id": 24072, "ts": "2026-07-07T11:56:29Z", "hours": 1.4169, "text": "the Schematics of ultimate PCB for hexapod include: 2 screw terminals for main servo power 1 screw terminal for 5v batt+ and gnd 32 sockets for 32 servos( it can handle 32 servos but 18 servos is enough for hexapod added just in case if some one want more servo ) 2 PCA9685 for controling servos BNO055 for understanding the angle ( i replaced the mpu6500/9250 to bno055 because bno055 has its own brain and can calcute it while mpu cant and the price is the same sometimes mpu even more expensive than the bno055 2 resistors for batt sense esp32-s3 as main brain with ams1117 3.3 and smd buttons and usb -c port some LEDs for feedback overall of schematics i think this version is much more better than previous and will be working much much better now and gonna be more compact next step ideas now im thinking about finishing the pcb as soon as possible and learn to use generaive gesign properly so i can use it to make light and strong parts using 3d printed PETG because 50-60cm robot is gonna be pretty big and making it as light as possible so DS3235 servos can handle the robot easily is really important"}, {"post_id": 23516, "ts": "2026-07-06T15:14:41Z", "hours": 1.0169, "text": "The new ultimatee PCB why did i start New PCB Actully while making the CAD i was just thiinking how to make it beatiful moveable and just great and i started searching and found a lot of beatiful hexapods and found out that i really need to make my centre part thicker thats why im making the pcb with all parts in it and also to use 2 PCAs as i know i have to change the adress but i didnt really wanted to make it in ready ones added to PCB 2 INA226 for collecting more data from robot 2 PCA9685 ams1117 3.3 esp32-s3 wroom1 usb-c-16pins and also replaced the xl4016 8A to 300W 20A buck because 1 servo can require up to 3-4A and 18 is gonna eat around 50-60A if include the fact that im gonna use 2 buck converters it is gonna handle up to 40A and it is enough because only 6 servos gonna work on peak and only half of servos gonna work at one time which means that the 40A is gonna be a lot Overall im gonna finish the schematics and the PCb next session and use this small PCB in the robot and also add use FEA everywhere to decrease the weigth of robot for better performance"}, {"post_id": 22174, "ts": "2026-07-04T14:36:35Z", "hours": 2.4831, "text": "So im proud of myself so much because now the hexapod looks pretty good i think im done with the coxa servos mounting the failure of Generative design So today i forgot to record the time when i worked on my generative design stuff i wanted to make the robot really light and strong but the generation from the fusion is really bad so i had to make everything my self of course it is not as good looking as the Ai generated super robot but anyway i think it looks great for now i aactually tried to desrease the weight of the robot as much as posiible by adding holes and etc which also works as the wire managment ways"}, {"post_id": 21637, "ts": "2026-07-03T18:01:41Z", "hours": 1.1167, "text": "So this session i finished mounting the electronics and made coxe servos mounting place about some problems i am really confused how am i gonna design the other parts of legs stable and with great performance and also about thw overall look of the robot because i didnt design fully custom pcb and the Xl4016 are really massive the centre of the robot is gonna be pretty heavy and ugly new idea sooooooooo now im thinking to learn and use generative degisn to make it a waaaay lighter and look like ALIEN warrior spider robot"}, {"post_id": 21421, "ts": "2026-07-03T11:13:05Z", "hours": 0.9333, "text": "its session 5 if im not wrong and today worked on making the mounting of pcb correct and also worked on the CAD of main centre section and placement of electrical components PCB Changes firstly i fixed the mounting holes place on the pcb my matching the pcb holes with pca and mpu holes also moved the left PCA a bit to the centre so the fisrt PCA will not interfere with the second PCA terminal block and all wires can be placed easily CAD choose 14 side polygon because it is the best matching amount of sides for the good placement of servos so overall now i have finished PCB i guess and started working on the CAD for the Hexapod robot"}, {"post_id": 20949, "ts": "2026-07-02T18:00:15Z", "hours": 1.4506, "text": "so this is session 4 of working on pcb and i finally finished second desgin of pcb which looks amazing Added LED lights for better feedback a bunch of mountong holes for better placment of pcbs bigger capcitors better come and out of V servos actully seperate them into a servo line b servo line one for first xl and second for second xl overall i wanna say that this pcb maybe not the last one but at least great one it contains esp32-s3 mpu6500 and 2 PCa 9685 on the board and 2 XL4016 with 1 small buck down stepper also some capcitors for smooth robot performance"}, {"post_id": 20654, "ts": "2026-07-02T09:37:22Z", "hours": 1.3717, "text": "So last session after finishing the pcb i opened the fusion autodesk and it was blank after spending 2 days on fixing the issue i finally did it but understand that the PCB is wrong so firstly it was really ugly the PCAs mounting is really bad and i decided to make new one updates i decided to add second Xl4016 because i figured out that the one xl can handle only 8A but 18 servos require a lot more so i put second one 1 Xl4016 for 1 PCA9685 added some capcitors for smoother performance added LEDs added DIOD for protection i also added mounting holes for whole pcb and PCAs with MPU just in not this photo of schematics so overall i think this design of PCB is gonna be a way better at least because i reasearched and figured out my problems"}, {"post_id": 18358, "ts": "2026-06-29T14:10:59Z", "hours": 1.6236, "text": "PCB V1 so this is session 2 and i made pcb so today i had changed some things : i have changed the schematics a little bit by adding testpoints add the footprints for each component and made the rounting with 3 different width of lines added 2mm super fat lines to make it possible to work because 18 servo motors is gonna eat a lot a lot ampers and 1mm 0.5mm is just gonna fire Todays Problem so actually while making the pcb i got some problems fisrtly in my head the battery voltage goes directly to the xl4016 which means its not gonna get to pcb but i needded the battery voltage for that 2 resistors to understand the current voltage and battery so i decided to solder second line of wire from main wire which goes to xl4016 and head the secondary wires of battery voltage to 2 pads 2.5x2.5mm on the pcb"}, {"post_id": 17846, "ts": "2026-06-28T19:48:52Z", "hours": 0.7503, "text": "hi its first session working on my hexapod robot named MADHEX (name come from MAD is first 3 letters of my name and HEX is from first 3 letters of Hexapod ) So in Schematics we have : all of the components is ready modules and pcb is just placing one to make it clean from wires and etc Esp32-s3 i use it because i have it at home and i wanted to find the place for this microcontroller anyway its really great option for the controller and im pretty sure its gonna run inverse kinematics easily Pca9685 x2 so because the hexapod require 18 servos it need also 18 pwm signals but 1 PCA can provide only 16 what why we use 2 of them the step down converters i use 2 of them XL4016 for stable voltage for the servos because its big and great and mini 360 for 5v logic Capcitors and Resistors so as you can see in schematics i use C1 and C2 for stabilizing the voltage jumps and just making the robot smoother and resistors for Battery sense to make robot understand the current battery MPU 6500 its just basics for every robot and for hexapod it is the must have sensor but i choose the 6500 not the 6050 because 6500 is newer so this is the schmeatics and everything about it it is great and powerful and the main idea is that if something is gonna brake i will just replace 1 component and it will cost cents and im not gonna replace the whole pcb"}]...
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Title: MadHex hexapod by @baitleumadi | Stardance
Title: MadHex hexapod by @baitleumadi | Stardance
Devlogs:
hi its first session working on my hexapod robot named MADHEX (name come from MAD is first 3 letters of my name and HEX is from first 3 letters of Hexapod ) So in Schematics we have : all of the components is ready modules and pcb is just placing one to make it clean from wires and etc Esp32-s3 i use it because i have it at home and i wanted to find the place for this microcontroller anyway its really great option for the controller and im pretty sure its gonna run inverse kinematics easily Pca9685 x2 so because the hexapod require 18 servos it need also 18 pwm signals but 1 PCA can provide only 16 what why we use 2 of them the step down converters i use 2 of them XL4016 for stable voltage for the servos because its big and great and mini 360 for 5v logic Capcitors and Resistors so as you can see in schematics i use C1 and C2 for stabilizing the voltage jumps and just making the robot smoother and resistors for Battery sense to make robot understand the current battery MPU 6500 its just basics for every robot and for hexapod it is the must have sensor but i choose the 6500 not the 6050 because 6500 is newer so this is the schmeatics and everything about it it is great and powerful and the main idea is that if something is gonna brake i will just replace 1 component and it will cost cents and im not gonna replace the whole pcb
PCB V1 so this is session 2 and i made pcb so today i had changed some things : i have changed the schematics a little bit by adding testpoints add the footprints for each component and made the rounting with 3 different width of lines added 2mm super fat lines to make it possible to work because 18 servo motors is gonna eat a lot a lot ampers and 1mm 0.5mm is just gonna fire Todays Problem so actually while making the pcb i got some problems fisrtly in my head the battery voltage goes directly to the xl4016 which means its not gonna get to pcb but i needded the battery voltage for that 2 resistors to understand the current voltage and battery so i decided to solder second line of wire from main wire which goes to xl4016 and head the secondary wires of battery voltage to 2 pads 2.5x2.5mm on the pcb
So last session after finishing the pcb i opened the fusion autodesk and it was blank after spending 2 days on fixing the issue i finally did it but understand that the PCB is wrong so firstly it was really ugly the PCAs mounting is really bad and i decided to make new one updates i decided to add second Xl4016 because i figured out that the one xl can handle only 8A but 18 servos require a lot more so i put second one 1 Xl4016 for 1 PCA9685 added some capcitors for smoother performance added LEDs added DIOD for protection i also added mounting holes for whole pcb and PCAs with MPU just in not this photo of schematics so overall i think this design of PCB is gonna be a way better at least because i reasearched and figured out my problems
so this is session 4 of working on pcb and i finally finished second desgin of pcb which looks amazing Added LED lights for better feedback a bunch of mountong holes for better placment of pcbs bigger capcitors better come and out of V servos actully seperate them into a servo line b servo line one for first xl and second for second xl overall i wanna say that this pcb maybe not the last one but at least great one it contains esp32-s3 mpu6500 and 2 PCa 9685 on the board and 2 XL4016 with 1 small buck down stepper also some capcitors for smooth robot performance
its session 5 if im not wrong and today worked on making the mounting of pcb correct and also worked on the CAD of main centre section and placement of electrical components PCB Changes firstly i fixed the mounting holes place on the pcb my matching the pcb holes with pca and mpu holes also moved the left PCA a bit to the centre so the fisrt PCA will not interfere with the second PCA terminal block and all wires can be placed easily CAD choose 14 side polygon because it is the best matching amount of sides for the good placement of servos so overall now i have finished PCB i guess and started working on the CAD for the Hexapod robot
So this session i finished mounting the electronics and made coxe servos mounting place about some problems i am really confused how am i gonna design the other parts of legs stable and with great performance and also about thw overall look of the robot because i didnt design fully custom pcb and the Xl4016 are really massive the centre of the robot is gonna be pretty heavy and ugly new idea sooooooooo now im thinking to learn and use generative degisn to make it a waaaay lighter and look like ALIEN warrior spider robot
So im proud of myself so much because now the hexapod looks pretty good i think im done with the coxa servos mounting the failure of Generative design So today i forgot to record the time when i worked on my generative design stuff i wanted to make the robot really light and strong but the generation from the fusion is really bad so i had to make everything my self of course it is not as good looking as the Ai generated super robot but anyway i think it looks great for now i aactually tried to desrease the weight of the robot as much as posiible by adding holes and etc which also works as the wire managment ways
The new ultimatee PCB why did i start New PCB Actully while making the CAD i was just thiinking how to make it beatiful moveable and just great and i started searching and found a lot of beatiful hexapods and found out that i really need to make my centre part thicker thats why im making the pcb with all parts in it and also to use 2 PCAs as i know i have to change the adress but i didnt really wanted to make it in ready ones added to PCB 2 INA226 for collecting more data from robot 2 PCA9685 ams1117 3.3 esp32-s3 wroom1 usb-c-16pins and also replaced the xl4016 8A to 300W 20A buck because 1 servo can require up to 3-4A and 18 is gonna eat around 50-60A if include the fact that im gonna use 2 buck converters it is gonna handle up to 40A and it is enough because only 6 servos gonna work on peak and only half of servos gonna work at one time which means that the 40A is gonna be a lot Overall im gonna finish the schematics and the PCb next session and use this small PCB in the robot and also add use FEA everywhere to decrease the weigth of robot for better performance
the Schematics of ultimate PCB for hexapod include: 2 screw terminals for main servo power 1 screw terminal for 5v batt+ and gnd 32 sockets for 32 servos( it can handle 32 servos but 18 servos is enough for hexapod added just in case if some one want more servo ) 2 PCA9685 for controling servos BNO055 for understanding the angle ( i replaced the mpu6500/9250 to bno055 because bno055 has its own brain and can calcute it while mpu cant and the price is the same sometimes mpu even more expensive than the bno055 2 resistors for batt sense esp32-s3 as main brain with ams1117 3.3 and smd buttons and usb -c port some LEDs for feedback overall of schematics i think this version is much more better than previous and will be working much much better now and gonna be more compact next step ideas now im thinking about finishing the pcb as soon as possible and learn to use generaive gesign properly so i can use it to make light and strong parts using 3d printed PETG because 50-60cm robot is gonna be pretty big and making it as light as possible so DS3235 servos can handle the robot easily is really important
the Finished Ultimate PCB!!!!!!!!!! i’m actually so happy to say that this pcb is finished because now i can finally work on my CAD of robot so here is what i did last 5 hours : firstly check all components of the schematics work on improving it add some extra capcitors replaced all CP 10uf to 10uf C added all Footprints placed everything and route everything Problems Of course i had problems while working The Footprint problems : i had no idea what footprints should go to usb and my buttons which is bi problem because if you choose wrong one you are definetely gonna regret it because of mounting The routing problem: i think it is the problem where ispent most of the time so the main reason is the placing which is really compact and makes it really hard to route and because of that while routing the 32 PWM ways connectors everything been wrong if i tried to solve one problem it causes another that why i spent a lot of time changing everyghuing all the time Overall so i can say that now i have ready PCB with 4 layers and compact size which takes the project to higher level yeahhh and now i have to go study exams….
Failures again generative design so i have no idea now why is generative design is doing evertyhing wrong because i used everything i know and all my creativity but still this is not what i want and i think i have to just quit the idea with generative and Use FEA and a lot of a lot of time improving the main problem the main problem with the generative is that is always change everything in preverse and i thought if it failured when i 1. change the objective 2. constrains it is just trying to decrese anount of plastic in preverse what i dont want it to do i think the ways i have left i can try again and i think i will make it sucsses next time i can make it myself even if it is now as good as the generated design probably gonna make it myselg for now using generative only for small easy parts
New design Yeah i finally made new desing of robot the Genrative design problem after last attempts i actually got really good results with pretty great design but i think that they are pretty weak thats wwhy i spent all day waiting when it will generate a tonn of design with different constarins and loads and come up WITH result that im gonna make it myself and refuse the idea with light and futuristic frame the Current design it is pretty good i think i added the placement for bearings which will hold the axis from the oposite side of the servo shaft mirror it all and now have beatiful design of coxa the size about the size of the leg now im thinking to make the fibia 2 times longer than the coxa and the tibia 2.5 longer than the coxa which means the leg should be right propotional the leg Propotions : 1:2.0:2.5
almoooost finissh CADDDD The Design So actuallyy the design is look exactly what i wanted to see before and im so so happy with this abiut overall construction we have today : coxa mounting is fixed and changed : about it i decided to start iver and make the coxa mounting better use less plactic and make each mounting seperate which allowed me to make the rangw of motion bigger because of angle of rotation of the coxa which is around 70 and im pretty sure it is enough added a but longer femur for bigger range of angle rotation and also added long curved Tibia part which is also really great the mounting all the parts usuallly mount with just screw and nuts but i also added holes for insert where i need 100% stability and where i have place to place the insert because it is ussually around 5-6mm hole for M3 screw and nut and around 10mm for insert nounting the overall im really proud of this design and think that this is gonna be great and now i just have to fixe some small parts in CAD and make BOM and etc
THE NEW ROBOT DESIGN NEW PCB Design decision this pcb was created because previous PCB consisted the 2 buck converters which is really complicated and worst desision ever so i decided to remove them and power the servos directly with the serial bus servo motor LX-16A which is the cheapest bus servo i found with UART which can handle the 8.4V from battery and wont burn itself The PCB SChematics Power Stage the LX-16A servos can reduce up to 2A of stal current which means around 36A for all them but only part of them are gonna work in Peak at the same time which makes the basic current around 9A for whole robot and 30A fuse is making it the max current in the robot thats why all of the next components are gonna be able to handle more than 30A XT60 IRF4905S TVS DIODE and 4 big capacitor INA226(for current monitoring) resistor divider (for voltage) Converters so to power the logic i need 2 buck converters from battery to 5v and from 5v to 3.3v i used same buck converter for the powering and choose the value for resistors using the formula from datasheet 2x TPS563201 buck Servo bus so the lx-16a servo motor uses UART protocol and have BUS logic signal the combine of TX RX because MCU uses RX TX but we need BUS i used half duplex trasistor to make it work and also added second half duplex because 18motor for 1 transistor can be alot and dividing it into 2 parts makes the signal a way better and clean 2N2222 6 ports - because the UART works like a chain so you can power and control all 18 servos with 1 port but we have to use 6 ports 1 per leg because otherwise the wires will stuck and wont be connected correctly MCU the mcu is esp32-s3 because it basic and best microcontrolleer with wifi so i can control the robot with wifi which makes it easier ESP32-S3 USB-C buttons *LED for feedback IMU i used BNO055 because while reaserching about IMU i found out that the mpu6050 and other costs the same as the BNO055 but the BNO is much stronger and the best part is that it has it own computing power which helps the MCU which is already have too much to compute the Layout design the PCB include 4 layers 1layer power zones and logic signals 2layer GND 3layer Logic Power and signals 4layer Power zones and logic signals The placement i placed the components so the power components will be seperated from Logic components to make it efficent and work correctly
the finished CAD and finihed Full project so i actually just finished everything the overall the CAD include great design with a lot of great features like: the amortization spring the calculated segment leghts detailed ready for printing design the spec the robot deisgned to be fast stable and smooth so thats why Tibia - 150mm femur - 130mm coxa -50mm full size 600mm height 175mm these values allows the LX-16A servos to work correctly and control the robot 3d printing the robot consists of several parts for 3d printing overall weight of the 3d printing parts is around 900g calculated by bambu studio the robot includes : cental case central case cap battery holder coxa servo mount coxa-femur joint femur arm consist of 4 seperate parts the tibia arm consists of 4 different parts the amortizaion spring and foot im using PETG over PLA bexause it can handle bad situations...
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1792727492.6705518
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1793332292.6705518
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4874
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OrangeDL by @MisplacedOrange | Stardance
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MisplacedOrange
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1
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14.35
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118
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T00:41:54Z", "hours": 9.0, "multiplier": 16.59, "payout": 118, "blessing": "neutral", "text": "I think debugging was the toughest part definitely, everything was breaking at one point", "repo": "https://github.com/MisplacedOrange/OrangeDL", "demo": "https://github.com/misplacedorange/orangedl/releases/latest/download/orangedl.exe"}]...
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[{"post_id": 17371, "ts": "202 [{"post_id": 17371, "ts": "2026-06-28T04:03:16Z", "hours": 3.4125, "text": "Refactoring some unnecessary code Forgot to mention: Updated Github README Added a Contributing MD (not updated yet) accidently broke the window dragging Rust 🦀minor fixes boring stuff: Deleted UpdateSettingsRequest Function and related calls Deleted leftover SVG Deleted normalize_theme function Unused tests Debugging CI workflow Tiny other chores NEXT: Fix UI – Placeholder rn (Forgive me for the vibecoded UI 😳😳) update all the documentation"}, {"post_id": 12107, "ts": "2026-06-19T19:36:20Z", "hours": 1.9406, "text": "Added move and resume actions for completed downloads, in the UI and as new Tauri commands Fixed a task-leak bug: a panicking download task could leave a stale entry in the running-tasks map, permanently blocking resume and consuming a concurrency slot. Other Security + Vulnerability Fixes Chores"}, {"post_id": 7759, "ts": "2026-06-12T23:17:15Z", "hours": 6.5586, "text": "Adds five built-in color themes (Creamsicle, Midnight Marmalade, Peach Fizz, Mint Squeeze, Bubblegum) with instant apply and DB persistence. Adds yt-dlp video download support via a new media_extractor module and VideoDownloadModal: automatic yt-dlp detection and install, thumbnail preview, quality selector, and progress tracking. Adds settings export/import as JSON. Bug fixes: resume now re-fetches the full file when ETag/Last-Modified changes on the server; progress events no longer overwrite terminal download states; app settings are loaded in a single batched DB query."}, {"post_id": 2863, "ts": "2026-06-05T18:44:51Z", "hours": 2.8753, "text": "Updated Github Repo description README"}]...
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Title: OrangeDL by @MisplacedOrange | Stardance
D Title: OrangeDL by @MisplacedOrange | Stardance
Devlogs:
Updated Github Repo description README
Adds five built-in color themes (Creamsicle, Midnight Marmalade, Peach Fizz, Mint Squeeze, Bubblegum) with instant apply and DB persistence. Adds yt-dlp video download support via a new media_extractor module and VideoDownloadModal: automatic yt-dlp detection and install, thumbnail preview, quality selector, and progress tracking. Adds settings export/import as JSON. Bug fixes: resume now re-fetches the full file when ETag/Last-Modified changes on the server; progress events no longer overwrite terminal download states; app settings are loaded in a single batched DB query.
Added move and resume actions for completed downloads, in the UI and as new Tauri commands Fixed a task-leak bug: a panicking download task could leave a stale entry in the running-tasks map, permanently blocking resume and consuming a concurrency slot. Other Security + Vulnerability Fixes Chores
Refactoring some unnecessary code Forgot to mention: Updated Github README Added a Contributing MD (not updated yet) accidently broke the window dragging Rust 🦀minor fixes boring stuff: Deleted UpdateSettingsRequest Function and related calls Deleted leftover SVG Deleted normalize_theme function Unused tests Debugging CI workflow Tiny other chores NEXT: Fix UI – Placeholder rn (Forgive me for the vibecoded UI 😳😳) update all the documentation
Ships:
I think debugging was the toughest part definitely, everything was breaking at one point...
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1793245893.9665332
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1793332293.9665332
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4671
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Small ChromeBrowser by @jacob6855 | Stardance
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jacob6855
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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: Small ChromeBrowser by @jacob6855 | Stardan Title: Small ChromeBrowser by @jacob6855 | Stardance...
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1792727493.9837644
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1793332293.9837644
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15742
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My awesome macropad! by @Safaasal | Stardance
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Safaasal
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Safaasal | Stardan Title: My awesome macropad! by @Safaasal | Stardance...
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1792727494.8199234
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1793332294.8199234
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35900
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ChickenSense by @LZha | Stardance
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LZha
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0
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0.31
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0
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[]
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[{"post_id": 29359, "ts": "202 [{"post_id": 29359, "ts": "2026-07-16T08:03:07Z", "hours": 0.3083, "text": "ChickenSense Hey everyone! :) I finished ChickenSense . This project started from a pretty random thought: “What if I made an ESP… but only for chickens?” Normally, game cheats are designed to give players an unfair advantage, and that’s something I wanted to stay away from. Instead, I thought it would be funny to take the same kind of technology used for player ESPs and apply it to the most harmless thing in Counter-Strike 2: the chickens. So… that’s exactly what I did. :) What is ChickenSense? ChickenSense is a fun experiment where I built an ESP system that completely ignores players and only focuses on chickens. The goal was not to create something useful in a competitive environment, but to explore how game internals work and learn more about reverse engineering. The result After a lot of experimenting, everything finally came together. Now every chicken on the map gets its own little ESP box, while every player is completely ignored. It’s probably the least useful “cheat” ever made… But maybe also one of the funniest. :P Final thoughts Sometimes the best way to learn is to build something completely unnecessary."}]...
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Title: ChickenSense by @LZha | Stardance
Devlogs: Title: ChickenSense by @LZha | Stardance
Devlogs:
ChickenSense Hey everyone! :) I finished ChickenSense . This project started from a pretty random thought: “What if I made an ESP… but only for chickens?” Normally, game cheats are designed to give players an unfair advantage, and that’s something I wanted to stay away from. Instead, I thought it would be funny to take the same kind of technology used for player ESPs and apply it to the most harmless thing in Counter-Strike 2: the chickens. So… that’s exactly what I did. :) What is ChickenSense? ChickenSense is a fun experiment where I built an ESP system that completely ignores players and only focuses on chickens. The goal was not to create something useful in a competitive environment, but to explore how game internals work and learn more about reverse engineering. The result After a lot of experimenting, everything finally came together. Now every chicken on the map gets its own little ESP box, while every player is completely ignored. It’s probably the least useful “cheat” ever made… But maybe also one of the funniest. :P Final thoughts Sometimes the best way to learn is to build something completely unnecessary....
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1792727496.7987254
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1793332296.7987254
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16253
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My very own WebOS by @jaiswalhoney689 | Stardance
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jaiswalhoney689
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @jaiswalhoney689 | Sta Title: My very own WebOS by @jaiswalhoney689 | Stardance...
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1792727497.65454
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1793332297.65454
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13468
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Untitled by @tymon3310 | Stardance
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tymon3310
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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 @tymon3310 | Stardance
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1792727498.4961174
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1793332298.4961174
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5741
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GoopOS by @thatoneperson | Stardance
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thatoneperson
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T21:20:18Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made goopOS, a browser-based mock operating system built with HTML, CSS, and JavaScript that includes draggable windows, a taskbar, and simple apps like a notepad and embedded Google browser. The main challenge was building a stable window system with proper dragging, layering, and open/close behavior without bugs or animation issues, as it took me quite a long time to figure out pseudoclasses. I’m proud of how it now feels like a real desktop environment with smooth interactions and working taskbar controls. To test it, open the site and use the top bar icons to launch apps, drag windows around, and close or reopen them from the taskbar.", "repo": "https://github.com/thatoneperson10/GoopOS", "demo": "https://thatoneperson10.github.io/GoopOS/"}]...
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[{"post_id": 17923, "ts": "202 [{"post_id": 17923, "ts": "2026-06-28T21:17:18Z", "hours": 1.0033, "text": "Added toggle functionality for the app buttons at upper left, also added open and close animations for windows. https://lufi.ethibox.fr/r/5NZznQa3go#x705kMk/SpaGbmEYww/xv+EFTaxE9telj5/ZDf9fVFc= this is the link to see the animations"}, {"post_id": 15272, "ts": "2026-06-24T20:08:34Z", "hours": 1.2203, "text": "Added a google i-frame for all the search-related needs of this OS. Also, added layers for each of the windows so that they don’t stack weird again."}, {"post_id": 9598, "ts": "2026-06-16T00:06:49Z", "hours": 4.4142, "text": "Started goopOS like 3 days ago, realized I forgot to do a devlog"}]...
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Title: GoopOS by @thatoneperson | Stardance
Devlo Title: GoopOS by @thatoneperson | Stardance
Devlogs:
Started goopOS like 3 days ago, realized I forgot to do a devlog
Added a google i-frame for all the search-related needs of this OS. Also, added layers for each of the windows so that they don’t stack weird again.
Added toggle functionality for the app buttons at upper left, also added open and close animations for windows. https://lufi.ethibox.fr/r/5NZznQa3go#x705kMk/SpaGbmEYww/xv+EFTaxE9telj5/ZDf9fVFc= this is the link to see the animations
Ships:
I made goopOS, a browser-based mock operating system built with HTML, CSS, and JavaScript that includes draggable windows, a taskbar, and simple apps like a notepad and embedded Google browser. The main challenge was building a stable window system with proper dragging, layering, and open/close behavior without bugs or animation issues, as it took me quite a long time to figure out pseudoclasses. I’m proud of how it now feels like a real desktop environment with smooth interactions and working taskbar controls. To test it, open the site and use the top bar icons to launch apps, drag windows around, and close or reopen them from the taskbar....
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1793245898.5766072
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1793332298.5766072
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