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969
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Kerr Simulator by @krazyminer001 | Stardance
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krazyminer001
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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: Kerr Simulator by @krazyminer001 | Stardanc Title: Kerr Simulator by @krazyminer001 | Stardance...
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1792507990.342979
|
1793112790.342979
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970
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My awesome macropad! by @rx76d | Stardance
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rx76d
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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 @rx76d | Stardance
|
1792914764.9621553
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1793778764.9621553
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971
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PFP MAKER by @siddharthan | Stardance
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siddharthan
|
0
|
9.12
|
0
|
[]
|
[{"post_id": 4168, "ts": "2026 [{"post_id": 4168, "ts": "2026-06-07T11:51:56Z", "hours": 9.1181, "text": "Heya! Guys, take a look at the pfp maker that I made for beest!"}]...
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Title: PFP MAKER by @siddharthan | Stardance
Devl Title: PFP MAKER by @siddharthan | Stardance
Devlogs:
Heya! Guys, take a look at the pfp maker that I made for beest!...
|
1792738277.1819127
|
1793343077.1819127
|
|
972
|
M’groq by @Trick | Stardance
|
Trick
|
0
|
3.39
|
0
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[]
|
[{"post_id": 1673, "ts": "2026 [{"post_id": 1673, "ts": "2026-06-03T20:20:34Z", "hours": 0.6069, "text": "i’ve fixed the calculator thingy and by doing so it’s not going to meet any similar problems in the futre i think i’ll release a demo soon (probably going to do a long session after this to improve everything)"}, {"post_id": 1048, "ts": "2026-06-02T21:03:50Z", "hours": 1.4656, "text": "i’ve implemnted file creation, app opening AND website opening, nearly went mad but did it (groq has a passion for calculator tools and refuses to open the normal calculator if i don’t find a solution i’ll ban calculator tools)"}, {"post_id": 747, "ts": "2026-06-02T11:41:28Z", "hours": 1.3153, "text": "i managed to get him working and talking in a pretty natural way and integrated voice, next step is to make sure he can create files on desktop, he’s pretty good at learning so far with all the chats we’ve done. also he creates a file at the tasrt of a chat and stores all chats there so that he remembers (this one is a demo so i started with a new chat)"}]...
|
Title: M’groq by @Trick | Stardance
Devlogs:
i ma Title: M’groq by @Trick | Stardance
Devlogs:
i managed to get him working and talking in a pretty natural way and integrated voice, next step is to make sure he can create files on desktop, he’s pretty good at learning so far with all the chats we’ve done. also he creates a file at the tasrt of a chat and stores all chats there so that he remembers (this one is a demo so i started with a new chat)
i’ve implemnted file creation, app opening AND website opening, nearly went mad but did it (groq has a passion for calculator tools and refuses to open the normal calculator if i don’t find a solution i’ll ban calculator tools)
i’ve fixed the calculator thingy and by doing so it’s not going to meet any similar problems in the futre i think i’ll release a demo soon (probably going to do a long session after this to improve everything)...
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1792478962.6879306
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1793083762.6879306
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973
|
My first slack bot! by @obob | Stardance
|
obob
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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: My first slack bot! by @obob | Stardance
|
1792522160.042375
|
1793126960.042375
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974
|
My first slack bot! by @Dhyan | Stardance
|
Dhyan
|
0
|
0.0
|
0
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[]
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[]
|
Title: My first slack bot! by @Dhyan | Stardance
|
1792734459.0071332
|
1793339259.0071332
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975
|
JevTalk by @ciaran | Stardance
|
ciaran
|
0
|
5.19
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0
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[]
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[{"post_id": 79672, "ts": "202 [{"post_id": 79672, "ts": "2026-10-15T01:01:48Z", "hours": 0.8447, "text": "The web interface is now in full working order, so now it’s time to make it look pretty."}, {"post_id": 79663, "ts": "2026-10-14T23:56:22Z", "hours": 0.9208, "text": "OHHHH, that’s why it was talking to itself."}, {"post_id": 78003, "ts": "2026-10-09T04:36:29Z", "hours": 3.4222, "text": "I’ve got the main groundwork done. At first i tried just having a model consult Jev but it was really just the model talking, so i had jev select each word from a pool given by 6 luna. After that, sometimes Jev’d start responding as the user, but its mostly fixed. Plus, its so earnest that its kinda just cute. Just needs a web UI."}]...
|
Title: JevTalk by @ciaran | Stardance
Devlogs:
I’ Title: JevTalk by @ciaran | Stardance
Devlogs:
I’ve got the main groundwork done. At first i tried just having a model consult Jev but it was really just the model talking, so i had jev select each word from a pool given by 6 luna. After that, sometimes Jev’d start responding as the user, but its mostly fixed. Plus, its so earnest that its kinda just cute. Just needs a web UI.
OHHHH, that’s why it was talking to itself.
The web interface is now in full working order, so now it’s time to make it look pretty....
|
1792716632.18975
|
1793321432.18975
|
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976
|
CCPLOS by @QKing | Stardance
|
QKing
|
0
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0.0
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[]
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[]
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Title: CCPLOS by @QKing | Stardance
|
1792497231.589814
|
1793102031.589814
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977
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Untitled project by @itzstt | Stardance
|
itzstt
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @itzstt | Stardance
|
1792615922.0617266
|
1793220722.0617266
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978
|
Untitled project by @aiden | Stardance
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aiden
|
0
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0.0
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0
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[]
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[]
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Title: Untitled project by @aiden | Stardance
|
1792648345.5215175
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1793253145.5215175
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979
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Chess 2 by @kalabros64 | Stardance
|
kalabros64
|
0
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1.19
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0
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[]
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[{"post_id": 613, "ts": "2026- [{"post_id": 613, "ts": "2026-06-02T03:34:33Z", "hours": 1.1894, "text": "Made board generate based on a Width and Row. It can also ignore specific tiles if needed"}]...
|
Title: Chess 2 by @kalabros64 | Stardance
Devlogs Title: Chess 2 by @kalabros64 | Stardance
Devlogs:
Made board generate based on a Width and Row. It can also ignore specific tiles if needed...
|
1792713219.949977
|
1793318019.949977
|
|
980
|
My awesome macropad! by @xp95_dude | Stardance
|
xp95_dude
|
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 @xp95_dude | Starda Title: My awesome macropad! by @xp95_dude | Stardance...
|
1792799627.0794532
|
1793404427.0794532
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981
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2DPX by @QKing | Stardance
|
QKing
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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: 2DPX by @QKing | Stardance
|
1792489780.7132776
|
1793094580.7132776
|
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982
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Untitled by @xp95_dude | Stardance
|
xp95_dude
|
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 @xp95_dude | Stardance
|
1792680755.3405619
|
1793285555.3405619
|
|
983
|
BAYMAX by @not_BPS | Stardance
|
not_BPS
|
0
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0.0
|
0
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[]
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[]
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Title: BAYMAX by @not_BPS | Stardance
|
1792565466.4369223
|
1793170266.4369223
|
|
984
|
EVENT HORIZON by @Yourhomie | Stardance
|
Yourhomie
|
0
|
5.41
|
0
|
[]
|
[{"post_id": 9883, "ts": "2026 [{"post_id": 9883, "ts": "2026-06-16T11:10:29Z", "hours": 0.9714, "text": "hey ! again looks like there is no one watching ,y progress no worries i will still devlog because its hard to not share this is my 3 rd devlog , i am working on project event horizon a 3d interactive web project for control the giants of universe like wormhole and black holes with some other funs like stars , galaxy etc. the second big hurdle the travel motion of the owrmhole is completed the travel from galaxy a to b get ready to get a bit hynosis by the fading and circular motion in the gameplay . despite being a project which require big and heavy gpu to process the black hole and wormhole i have made it simply lovely by applying the correct physics but also having good hader graphics which can easily soothe your gpu without getting the fans on overhaul🤣. this is the video of the wormhole travel see for youself and once again dont get hypnotized by it and starting to dreamwalk 😂🤣🤣. project currently in making , status dev -3 ."}, {"post_id": 5663, "ts": "2026-06-09T15:18:27Z", "hours": 3.355, "text": "good news the black hole rendering code worked , i thought the marching effects would cook my gpu but it somehow help up. the wormhole is currently in making ."}, {"post_id": 225, "ts": "2026-06-01T10:34:31Z", "hours": 1.0886, "text": "A cool space and universe simulator with simulation to interact like black holes , wormholes , galaxy , and even goverming those scary equations of sir. Einstein. bear you gpu for some feat because this simulation uses real time equation solving to give the best simulation possible on your device . currently in making ."}]...
|
Title: EVENT HORIZON by @Yourhomie | Stardance
De Title: EVENT HORIZON by @Yourhomie | Stardance
Devlogs:
A cool space and universe simulator with simulation to interact like black holes , wormholes , galaxy , and even goverming those scary equations of sir. Einstein. bear you gpu for some feat because this simulation uses real time equation solving to give the best simulation possible on your device . currently in making .
good news the black hole rendering code worked , i thought the marching effects would cook my gpu but it somehow help up. the wormhole is currently in making .
hey ! again looks like there is no one watching ,y progress no worries i will still devlog because its hard to not share this is my 3 rd devlog , i am working on project event horizon a 3d interactive web project for control the giants of universe like wormhole and black holes with some other funs like stars , galaxy etc. the second big hurdle the travel motion of the owrmhole is completed the travel from galaxy a to b get ready to get a bit hynosis by the fading and circular motion in the gameplay . despite being a project which require big and heavy gpu to process the black hole and wormhole i have made it simply lovely by applying the correct physics but also having good hader graphics which can easily soothe your gpu without getting the fans on overhaul🤣. this is the video of the wormhole travel see for youself and once again dont get hypnotized by it and starting to dreamwalk 😂🤣🤣. project currently in making , status dev -3 ....
|
1792688033.4240205
|
1793292833.4240205
|
|
985
|
Starventure by @averyocean65 | Stardance
|
averyocean65
|
0
|
16.81
|
0
|
[]
|
[{"post_id": 7370, "ts": "2026 [{"post_id": 7370, "ts": "2026-06-12T09:00:57Z", "hours": 1.3567, "text": "I can’t find a solution that works for me with the default Unity Rigidbody system. So I have an idea.. What if I write my own? I could write my own physics system so I can have more control over how the velocity is calculated in an object. But, then I’d also need to do my own collision system logic, so I’ve been thinking… what if I make this game with a bareknuckles engine, like raylib? It honestly feels like it might be easier for me, since it would load and run faster than Unity, use way less resources which would let me develop quicker on my laptop. One can maybe see the Unity project as a prototype. It served the purpose of showcasing that I can figure out the necessities for making a game of this caliber, and to show me how much I dislike Unity’s physics system for this sort of work, especially with how my laptop interacts with Unity. I’m gonna look into a new engine for this project. And worst case, I’ll write one myself. Maybe I’ll just write my own physics engine in Unity so I can keep the comfort features of the engine. We’ll see. Happy coding."}, {"post_id": 5167, "ts": "2026-06-08T21:00:18Z", "hours": 1.1794, "text": "Phew, this took me a while, mainly because my school laptop is slow as heck! But, hey, now you can have rotating objects! As seen here, the player stays aligned with the object until it leaves the confines of the “atmosphere” of the spaceship, where you can then see the spaceship swing around the planet in an ellipse shape as it spins! How much fun! I also fixed a fix I made for the visitor system, as well as changing the crosshair (I’ll be adding interactables soon and so I want to have different crosshairs for when you can interact with something and when you can’t). Oh, and, I fixed the realignment code for the player to snap the player to the desired gravity after the while-loop is complete. This is mainly so if I adjust the realignment speed to something ridiculous that it will still result in the correct gravity being set. Anyhow, that is all for now. Have a lovely day fellas, and I hope me being sick doesn’t interfere with the development of this too much. Tomorrow I want to add interactables and an inventory system, although I should probably focus on the player movement rewrite. I guess we’ll see! Happy coding!"}, {"post_id": 4514, "ts": "2026-06-07T21:03:32Z", "hours": 2.7433, "text": "So, I’ve been working on two very cool things for Starventure in the past few days. First off, a sprinting system! Fairly obvious, you can sprint and you can drain stamina, just like the jetpack. Easy as that! Speaking of stamina, I changed the DepletableResource script to only accept drainers, because trying to balance drainers and restorers became very confusing and inefficient when you only had two systems using the same resource, so I fixed that, yay! I have also abstracted a good chunk of the gravity/planet system, so now we can have cool things such as homogeneous gravity fields! This is, as you can see, going to be used in space stations, because.. well it’d be weird if your gravity was spherical whilst you were standing on a plane, right? I’d definitely say so. So, what’s up next? Well, I do wanna work more on the player controller to fix a bug that’s been plaguing me a good deal ever since I made the player force-based, when I limit the player gravity, I also limit the fall speed and jetpack force of the player! This wouldn’t be an issue if I was using regular gravity systems, but due to the complexity of gravity that is ever-changing and affects multiple axes at times, I’ll have to think of a solution. My main idea right now is to either get rid of acceleration forces and only move the player through impulses, which means there’s no need for a speed limiter, or something else. Or calculating the actual gravity velocity at runtime and approximating the raw movement forces. Or maybe I just calculate the forces right then and there and call rb.AddForce with ForceMode.VelocityChange at each FixedUpdate call once.. … that last one seems the most doable. I’ll keep y’all in the loop. For now, I’ll work a bit on the camera rotation system, since travelling between gravity sources while your camera is rotating is… not fun. See y’all!"}, {"post_id": 2399, "ts": "2026-06-04T21:10:44Z", "hours": 3.3364, "text": "Alright, let’s do this. So, as I promised, I finally did something about the horrendous visuals of the past devlogs. Now, it’s still not the prettiest game ever, but I think the textures I got from ambientCG definitely make this more pleasing to look at! Also, I revamped the player movement and jumping… why? Because moving on moving planets didn’t work at all! So, now the player movement mainly consists of a bunch of wacky _rb.AddForce(…) calls, as well as a somewhat janky speed limiter that I definitely have to work on, or… I could call the slow falling speed a feature… let’s do that, it’s a feature of the jetpack now. Also, as I just mentioned, the jump has been replaced by a jetback! Now you can float around a planet… until your stamina (or fuel) runs out. Oh, right, that blue bar in the top left of the game view is the stamina bar, just incase you had no idea what it’s there for. So all of that definitely took me a considerable amount of time, especially since I had to wrap my mind around how I wanna handle jumping and gravity and limiting the player’s speed all at the same time. The system isn’t perfect, but, eh, screw it. Good enough. Now I will head off, talk with some friends, and maybe code more after that. But for now, I’m gonna take a break until tomorrow. Happy coding! And remember that you are all awesome!"}, {"post_id": 1703, "ts": "2026-06-03T21:20:38Z", "hours": 1.0617, "text": "Welp, this took me longer than I want to admit, but… you can finally jump between planets without your player’s view suddenly snapping and disorienting you. Now it still disorients you, but smoothly~ I’m very happy with how this is turning out and I am honestly just so glad I finally have this working, it was such a major headache. I really, really, wanted to use DOTween for this, but for the sake of me I cannot figure out how to make it work properly, actually writing this I have an idea. I’m gonna try that, but for now, I’m using a regular coroutine. Now, I’m getting bored of looking at these bland cubes, spheres and this default skybox. I wanna make it feel more like space. Time for dev art! Happy coding!"}, {"post_id": 1671, "ts": "2026-06-03T20:13:49Z", "hours": 2.2319, "text": "Alright, more stuff to showcase! This time I worked on an orbiting system, so I can make stuff spin around other stuff, how neat! I’m mainly going to be using this system for stuff like space stations, which I’ll add later on in development, or moons. Also, since I made it so the orbit ellipse is actually an ellipse! Which means I could make a full on solar system! I am planning to do that, btw, I made a whole visitor system which parents StellarObjects like the player or scrap you might drag along with you to the player they’re currently on (which is determind by if they’ve collided with the AtmosphereCollider). So, hey. Things are looking pretty good, if I do say so myself. Now, I’m gonna go fix up the system for changing the player rotation when you jump between planets. Happy coding!"}, {"post_id": 827, "ts": "2026-06-02T14:50:19Z", "hours": 3.2586, "text": "Alright! More stuff to showcase! Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly. My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since it’s encouraged to post hilarious fails, here you go. First attachment is exactly that lol. Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(…), so I opted for that instead. Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around. Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, that’s an issue I’m going to fix soon, as well as some small visuals, like a better skybox. Also, you can hop between planets! I haven’t added camera smoothing to it yet, but it’s still super cool to do. Jumping off a planet’s atmosphere just to fly into another’s… so much fun! Maybe you’ll be able to do that with asteroids in the future or something… We’ll see! For now, thanks for reading, and happy coding!"}, {"post_id": 344, "ts": "2026-06-01T17:26:08Z", "hours": 0.4478, "text": "I added custom gravity, yay! It was honestly weirdly simple. The most complex part of it was honestly calculating the gravity vector for the rigidbody class. But now, I can have my cubes falling onto a planet, or even cruising through zero G! This is such a small thing, but it’s so exciting for me. Time to work on the player controller!"}, {"post_id": 226, "ts": "2026-06-01T10:34:39Z", "hours": 0.8183, "text": "Ok, I’ve been working on getting the StellarRigidbodies to detect when they enter a planet. For that I made a brand new AtmosphereCollider class, as well as a new tag, just so thinks set themselves up automatically. Now I just need to calculate the gravity vector and somehow apply it on the rigidbody and we should have (very basic) planet gravity working! Yay! Thanks for reading, and happy coding!"}, {"post_id": 217, "ts": "2026-06-01T09:36:53Z", "hours": 0.3786, "text": "Hello there! I’ve just started work on a project I’ve been meaning to work on for a long time… Starventure! Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Man’s Sky! You’ll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets. Or at least, that’s the hope! Right now I’ve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Let’s hope this goes well, and happy coding! (also happy pride month!)"}]...
|
Title: Starventure by @averyocean65 | Stardance
D Title: Starventure by @averyocean65 | Stardance
Devlogs:
Hello there! I’ve just started work on a project I’ve been meaning to work on for a long time… Starventure! Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Man’s Sky! You’ll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets. Or at least, that’s the hope! Right now I’ve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Let’s hope this goes well, and happy coding! (also happy pride month!)
Ok, I’ve been working on getting the StellarRigidbodies to detect when they enter a planet. For that I made a brand new AtmosphereCollider class, as well as a new tag, just so thinks set themselves up automatically. Now I just need to calculate the gravity vector and somehow apply it on the rigidbody and we should have (very basic) planet gravity working! Yay! Thanks for reading, and happy coding!
I added custom gravity, yay! It was honestly weirdly simple. The most complex part of it was honestly calculating the gravity vector for the rigidbody class. But now, I can have my cubes falling onto a planet, or even cruising through zero G! This is such a small thing, but it’s so exciting for me. Time to work on the player controller!
Alright! More stuff to showcase! Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly. My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since it’s encouraged to post hilarious fails, here you go. First attachment is exactly that lol. Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(…), so I opted for that instead. Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around. Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, that’s an issue I’m going to fix soon, as well as some small visuals, like a better skybox. Also, you can hop between planets! I haven’t added camera smoothing to it yet, but it’s still super cool to do. Jumping off a planet’s atmosphere just to fly into another’s… so much fun! Maybe you’ll be able to do that with asteroids in the future or something… We’ll see! For now, thanks for reading, and happy coding!
Alright, more stuff to showcase! This time I worked on an orbiting system, so I can make stuff spin around other stuff, how neat! I’m mainly going to be using this system for stuff like space stations, which I’ll add later on in development, or moons. Also, since I made it so the orbit ellipse is actually an ellipse! Which means I could make a full on solar system! I am planning to do that, btw, I made a whole visitor system which parents StellarObjects like the player or scrap you might drag along with you to the player they’re currently on (which is determind by if they’ve collided with the AtmosphereCollider). So, hey. Things are looking pretty good, if I do say so myself. Now, I’m gonna go fix up the system for changing the player rotation when you jump between planets. Happy coding!
Welp, this took me longer than I want to admit, but… you can finally jump between planets without your player’s view suddenly snapping and disorienting you. Now it still disorients you, but smoothly~ I’m very happy with how this is turning out and I am honestly just so glad I finally have this working, it was such a major headache. I really, really, wanted to use DOTween for this, but for the sake of me I cannot figure out how to make it work properly, actually writing this I have an idea. I’m gonna try that, but for now, I’m using a regular coroutine. Now, I’m getting bored of looking at these bland cubes, spheres and this default skybox. I wanna make it feel more like space. Time for dev art! Happy coding!
Alright, let’s do this. So, as I promised, I finally did something about the horrendous visuals of the past devlogs. Now, it’s still not the prettiest game ever, but I think the textures I got from ambientCG definitely make this more pleasing to look at! Also, I revamped the player movement and jumping… why? Because moving on moving planets didn’t work at all! So, now the player movement mainly consists of a bunch of wacky _rb.AddForce(…) calls, as well as a somewhat janky speed limiter that I definitely have to work on, or… I could call the slow falling speed a feature… let’s do that, it’s a feature of the jetpack now. Also, as I just mentioned, the jump has been replaced by a jetback! Now you can float around a planet… until your stamina (or fuel) runs out. Oh, right, that blue bar in the top left of the game view is the stamina bar, just incase you had no idea what it’s there for. So all of that definitely took me a considerable amount of time, especially since I had to wrap my mind around how I wanna handle jumping and gravity and limiting the player’s speed all at the same time. The system isn’t perfect, but, eh, screw it. Good enough. Now I will head off, talk with some friends, and maybe code more after that. But for now, I’m gonna take a break until tomorrow. Happy coding! And remember that you are all awesome!
So, I’ve been working on two very cool things for Starventure in the past few days. First off, a sprinting system! Fairly obvious, you can sprint and you can drain stamina, just like the jetpack. Easy as that! Speaking of stamina, I changed the DepletableResource script to only accept drainers, because trying to balance drainers and restorers became very confusing and inefficient when you only had two systems using the same resource, so I fixed that, yay! I have also abstracted a good chunk of the gravity/planet system, so now we can have cool things such as homogeneous gravity fields! This is, as you can see, going to be used in space stations, because.. well it’d be weird if your gravity was spherical whilst you were standing on a plane, right? I’d definitely say so. So, what’s up next? Well, I do wanna work more on the player controller to fix a bug that’s been plaguing me a good deal ever since I made the player force-based, when I limit the player gravity, I also limit the fall speed and jetpack force of the player! This wouldn’t be an issue if I was using regular gravity systems, but due to the complexity of gravity that is ever-changing and affects multiple axes at times, I’ll have to think of a solution. My main idea right now is to either get rid of acceleration forces and only move the player through impulses, which means there’s no need for a speed limiter, or something else. Or calculating the actual gravity velocity at runtime and approximating the raw movement forces. Or maybe I just calculate the forces right then and there and call rb.AddForce with ForceMode.VelocityChange at each FixedUpdate call once.. … that last one seems the most doable. I’ll keep y’all in the loop. For now, I’ll work a bit on the camera rotation system, since travelling between gravity sources while your camera is rotating is… not fun. See y’all!
Phew, this took me a while, mainly because my school laptop is slow as heck! But, hey, now you can have rotating objects! As seen here, the player stays aligned with the object until it leaves the confines of the “atmosphere” of the spaceship, where you can then see the spaceship swing around the planet in an ellipse shape as it spins! How much fun! I also fixed a fix I made for the visitor system, as well as changing the crosshair (I’ll be adding interactables soon and so I want to have different crosshairs for when you can interact with something and when you can’t). Oh, and, I fixed the realignment code for the player to snap the player to the desired gravity after the while-loop is complete. This is mainly so if I adjust the realignment speed to something ridiculous that it will still result in the correct gravity being set. Anyhow, that is all for now. Have a lovely day fellas, and I hope me being sick doesn’t interfere with the development of this too much. Tomorrow I want to add interactables and an inventory system, although I should probably focus on the player movement rewrite. I guess we’ll see! Happy coding!
I can’t find a solution that works for me with the default Unity Rigidbody system. So I have an idea.. What if I write my own? I could write my own physics system so I can have more control over how the velocity is calculated in an object. But, then I’d also need to do my own collision system logic, so I’ve been thinking… what if I make this game with a bareknuckles engine, like raylib? It honestly feels like it might be easier for me, since it would load and run faster than Unity, use way less resources which would let me develop quicker on my laptop. One can maybe see the Unity project as a prototype. It served the purpose of showcasing that I can figure out the necessities for making a game of this caliber, and to show me how much I dislike Unity’s physics system for this sort of work, especially with how my laptop interacts with Unity. I’m gonna look into a new engine for this project. And worst case, I’ll write one myself. Maybe I’ll just write my own physics engine in Unity so I can keep the comfort features of the engine. We’ll see. Happy coding....
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1792565352.900176
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1793170152.900176
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|
986
|
xp95 Atari by @xp95codes | Stardance
|
xp95codes
|
0
|
0.0
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0
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[]
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[]
|
Title: xp95 Atari by @xp95codes | Stardance
|
1792526137.9359877
|
1793130937.9359877
|
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988
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My awesome macropad! by @Anay | Stardance
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Anay
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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 @Anay | Stardance
|
1792518908.9001114
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1793123708.9001114
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989
|
MICRO-WARS! by @lisreney | Stardance
|
lisreney
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0
|
1.36
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0
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[]
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[{"post_id": 7374, "ts": "2026 [{"post_id": 7374, "ts": "2026-06-12T09:11:27Z", "hours": 1.3647, "text": "i have big ambitions for someone who’s new at coding but i’m making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~"}]...
|
Title: MICRO-WARS! by @lisreney | Stardance
Devlo Title: MICRO-WARS! by @lisreney | Stardance
Devlogs:
i have big ambitions for someone who’s new at coding but i’m making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~...
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1792702220.551228
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1793307020.551228
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991
|
Scrumpheus by @rino | Stardance
|
rino
|
0
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9.9
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0
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[]
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[{"post_id": 4224, "ts": "2026 [{"post_id": 4224, "ts": "2026-06-07T13:41:56Z", "hours": 3.0933, "text": "I’m PROUD! Devlog 5 I’m too excited to tell this! I made a procedural algorithm that creates a random station, same station with same key (like minecraft world gen). Then I used PixiJS (first time btw) to render the output as stations in an infinite canvas! Bro… I made a proc algo rendered it using pixiJS made an infinite canvas integrated it with firestore I never did any of these before… This is the first time, and I did all of this in 3 hours! THIS IS CRAZY FOR ME! (ydk how i feel, this might feel cringe to you… I recommend watching the video I attached here…)"}, {"post_id": 2634, "ts": "2026-06-05T08:32:16Z", "hours": 1.4761, "text": "Devlog 4 Made a light version of the procedural algorithm that prints the space station on the terminal for testing, now I’m gonna create the space environment and put these spaceships into it using PixiJS"}, {"post_id": 1969, "ts": "2026-06-04T07:06:23Z", "hours": 1.6392, "text": "Devlog 3 Made the assets for procedural space station generation in Figma, now I will use a seed based procedural function to generate stations on the fly. It will be consistent and also bigger projects get bigger stations."}, {"post_id": 917, "ts": "2026-06-02T17:34:21Z", "hours": 1.5103, "text": "Devlog 2 Firebase Database is now completely integrated. Minor Fixes and improvements. Will actually need to use the database to its fullest."}, {"post_id": 706, "ts": "2026-06-02T08:55:34Z", "hours": 1.8019, "text": "Devlog 1: Used Cloudflare workers to create the Auth Flow. Installed React Router and developed all the things needed for a full user authentication and logout flow. When the user first visits the web-app, they see a UI where they can click “Login with Hackatime” to create an account and access their dashboard through a wormhole animation (it’s a loading screen)."}, {"post_id": 330, "ts": "2026-06-01T17:03:45Z", "hours": 0.3753, "text": "Created the boilerplate + the basic layout for the app. It’s gonna be space themed!"}]...
|
Title: Scrumpheus by @rino | Stardance
Devlogs:
C Title: Scrumpheus by @rino | Stardance
Devlogs:
Created the boilerplate + the basic layout for the app. It’s gonna be space themed!
Devlog 1: Used Cloudflare workers to create the Auth Flow. Installed React Router and developed all the things needed for a full user authentication and logout flow. When the user first visits the web-app, they see a UI where they can click “Login with Hackatime” to create an account and access their dashboard through a wormhole animation (it’s a loading screen).
Devlog 2 Firebase Database is now completely integrated. Minor Fixes and improvements. Will actually need to use the database to its fullest.
Devlog 3 Made the assets for procedural space station generation in Figma, now I will use a seed based procedural function to generate stations on the fly. It will be consistent and also bigger projects get bigger stations.
Devlog 4 Made a light version of the procedural algorithm that prints the space station on the terminal for testing, now I’m gonna create the space environment and put these spaceships into it using PixiJS
I’m PROUD! Devlog 5 I’m too excited to tell this! I made a procedural algorithm that creates a random station, same station with same key (like minecraft world gen). Then I used PixiJS (first time btw) to render the output as stations in an infinite canvas! Bro… I made a proc algo rendered it using pixiJS made an infinite canvas integrated it with firestore I never did any of these before… This is the first time, and I did all of this in 3 hours! THIS IS CRAZY FOR ME! (ydk how i feel, this might feel cringe to you… I recommend watching the video I attached here…)...
|
1792770571.150744
|
1793375371.150744
|
|
992
|
Sleep Helper by @Manula | Stardance
|
Manula
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0
|
30.07
|
0
|
[]
|
[{"post_id": 29374, "ts": "202 [{"post_id": 29374, "ts": "2026-07-16T09:00:52Z", "hours": 12.6847, "text": "Devlog3 - Sleep Helper What I did: Added a photoresistor for light levels + LED Added code to set an alarm + buzzer added a relay that would cause a motor to spin if the temperature got past ideal sleeping temps Added an extra button to stop/set alarm Added an ethernet shield because it has a microSD card slot Used microSD card to create a CSV file with timestamps, temp & humidity data, light etc. microSD card can then be removed from ethernet shield and opened to see data in an EXCEL spreadsheet (check how your sleeping environment was after waking up) added a capacitor to deal with voltage dips Debugged during Argentina vs England (🐐) Free up space for SRAM on Arduino UNO (this has taken too long.) MAJOR PROBLEMS: Arduino Uno doesn’t have enough SRAM to manage OLED, DHT and SD libraries at once and doesn’t have adequate space to Open a file on an SD card for a write function Moving forward: finding a solution to manage everything without voltage dips becoming an issue + managing SRAM adding motor Creating 3D printed housing Shipping"}, {"post_id": 26407, "ts": "2026-07-11T05:48:07Z", "hours": 17.3875, "text": "Sleep Helper Devlog 2 Can’t sleep? Well maybe the problem is your sleeping environment! I’m building an Arduino-powered sleep device that watches over my room while I sleep. Helping me improve my sleeping environment and get quality sleep. So far it tracks temperature, humidity and noise. Things I have done so far: Made an ‘Alarm Style’ clock setup Read temp and humidity Change between clock and temp modes Detect Loud sounds Next steps:| Adding more features Polishing off Arduino code Creating 3D printed housing I hope you all like it! :)"}]...
|
Title: Sleep Helper by @Manula | Stardance
Devlog Title: Sleep Helper by @Manula | Stardance
Devlogs:
Sleep Helper Devlog 2 Can’t sleep? Well maybe the problem is your sleeping environment! I’m building an Arduino-powered sleep device that watches over my room while I sleep. Helping me improve my sleeping environment and get quality sleep. So far it tracks temperature, humidity and noise. Things I have done so far: Made an ‘Alarm Style’ clock setup Read temp and humidity Change between clock and temp modes Detect Loud sounds Next steps:| Adding more features Polishing off Arduino code Creating 3D printed housing I hope you all like it! :)
Devlog3 - Sleep Helper What I did: Added a photoresistor for light levels + LED Added code to set an alarm + buzzer added a relay that would cause a motor to spin if the temperature got past ideal sleeping temps Added an extra button to stop/set alarm Added an ethernet shield because it has a microSD card slot Used microSD card to create a CSV file with timestamps, temp & humidity data, light etc. microSD card can then be removed from ethernet shield and opened to see data in an EXCEL spreadsheet (check how your sleeping environment was after waking up) added a capacitor to deal with voltage dips Debugged during Argentina vs England (🐐) Free up space for SRAM on Arduino UNO (this has taken too long.) MAJOR PROBLEMS: Arduino Uno doesn’t have enough SRAM to manage OLED, DHT and SD libraries at once and doesn’t have adequate space to Open a file on an SD card for a write function Moving forward: finding a solution to manage everything without voltage dips becoming an issue + managing SRAM adding motor Creating 3D printed housing Shipping...
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1792515017.9336224
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1793119817.9336224
|
|
993
|
My awesome macropad! by @Isaac | Stardance
|
Isaac
|
0
|
0.44
|
0
|
[]
|
[{"post_id": 1574, "ts": "2026 [{"post_id": 1574, "ts": "2026-06-03T17:51:26Z", "hours": 0.4394, "text": "Schematic I first watched a yt video to learn how to add schematics and symbols, then after adding it I made the schematic: 🙂"}]...
|
Title: My awesome macropad! by @Isaac | Stardance
Title: My awesome macropad! by @Isaac | Stardance
Devlogs:
Schematic I first watched a yt video to learn how to add schematics and symbols, then after adding it I made the schematic: 🙂...
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1792669793.7394667
|
1793274593.7394667
|
|
994
|
Ctex by @Rustlord547 | Stardance
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Rustlord547
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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: Ctex by @Rustlord547 | Stardance
|
1792766898.509258
|
1793371698.509258
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996
|
Camera slider by @Gwendal | Stardance
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Gwendal
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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: Camera slider by @Gwendal | Stardance
|
1792562022.2749436
|
1793166822.2749436
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997
|
AI-research-agent by @ashmildax | Stardance
|
ashmildax
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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: AI-research-agent by @ashmildax | Stardance
|
1792507748.2937918
|
1793112548.2937918
|
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998
|
Untitled project by @HackPlayAar | Stardance
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HackPlayAar
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @HackPlayAar | Stardanc Title: Untitled project by @HackPlayAar | Stardance...
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1792644468.14851
|
1793249268.14851
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999
|
Relative Velocity by @R10 | Stardance
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R10
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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: Relative Velocity by @R10 | Stardance
|
1792637284.6623003
|
1793242084.6623003
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1000
|
My first slack bot! by @d-rav | Stardance
|
d-rav
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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: My first slack bot! by @d-rav | Stardance
|
1792536630.3525522
|
1793141430.3525522
|
|
1001
|
HACKSOLE! by @asta_exl10 | Stardance
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asta_exl10
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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: HACKSOLE! by @asta_exl10 | Stardance
|
1792540360.57122
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1793145160.57122
|
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1002
|
My first slack bot! by @HackPlayAar | Stardance
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HackPlayAar
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0
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0.58
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0
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[]
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[{"post_id": 683, "ts": "2026- [{"post_id": 683, "ts": "2026-06-02T07:34:51Z", "hours": 0.5781, "text": "A Slack Bot named J.A.R.V.I.S"}]...
|
Title: My first slack bot! by @HackPlayAar | Stard Title: My first slack bot! by @HackPlayAar | Stardance
Devlogs:
A Slack Bot named J.A.R.V.I.S...
|
1792604877.4120207
|
1793209677.4120207
|
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1003
|
My awesome macropad! by @ghastly | Stardance
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ghastly
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0
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0.0
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Title: My awesome macropad! by @ghastly | Stardanc Title: My awesome macropad! by @ghastly | Stardance...
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1792695244.7120202
|
1793300044.7120202
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1004
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Untitled by @Anay | Stardance
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Anay
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0
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0.0
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[]
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[]
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Title: Untitled by @Anay | Stardance
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1792709238.131434
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1793314038.131434
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1005
|
Untitled by @Anay | Stardance
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Anay
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Title: Untitled by @Anay | Stardance
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1792522106.1587174
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1006
|
Untitled by @Srijit | Stardance
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Srijit
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Title: Untitled by @Srijit | Stardance
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1792504051.1680636
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1793108851.1680636
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1007
|
Homelab Dashboard by @nbth | Stardance
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nbth
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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: Homelab Dashboard by @nbth | Stardance
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1792507754.9966264
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1793112554.9966264
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1008
|
ClubHub by @Mottl | Stardance
|
Mottl
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0
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22.72
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0
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[]
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[{"post_id": 45223, "ts": "202 [{"post_id": 45223, "ts": "2026-08-11T15:42:37Z", "hours": 2.8606, "text": "#Plan to LOCK IN! This contest ends in a month and a half, and I have a plan to get it done in 10 days! The picture below is all I have left to do in ClubHub, and all there is is this! If I do one thing every day, then I can get this thing done before the deadline! Time to get to work!"}, {"post_id": 39132, "ts": "2026-08-01T20:58:21Z", "hours": 7.4072, "text": "Signup Page!!!!! You (probably like two people) may have been wondering what I have been doing the past two weeks, and I am proud to announce that I have authentication working!!! It may have taken 7 hours and 30 minutes, but the API can sign people in safely and securely! Now, it’s time to… well, how do I say this… make the actual website. I know, it’s so hard. All I’ve been doing is bugfixing the backend, it’ll be so nice to program in React again."}, {"post_id": 32063, "ts": "2026-07-20T23:21:35Z", "hours": 4.0053, "text": "Devlog #4 Okay, so I missed last week… HOWEVER, I have made an API! Which is great. It’s going pretty good so far, but it’s not finished yet, and when I finish it, I will finally be able to finish the app! (let’s go)"}, {"post_id": 24900, "ts": "2026-07-08T19:08:41Z", "hours": 3.5833, "text": "(Weekly) Devlog #3 Yes, I have decided that these devlogs will be weekly, because I have things to do and I don’t want to write them all the time! This week I got a ton of stuff done, the most major was adding pages to the site! I gotta get to work on those right away after I work on this devlog. I also did some general code cleanup and polish, and as you can see I added a top bar with tabs that let you switch between pages, as well as an account page and a settings page. I also started working on a Python REST API for the project, so it won’t just be frontend much longer."}, {"post_id": 20995, "ts": "2026-07-02T18:53:00Z", "hours": 3.1369, "text": "Devlog #3 This past week I have been working on the actual bulletin board part of the bulletin page. I found a nice react library (not Motion) that lets me do what I want, but the documentation was realy bad, and it took me a couple (unlogged) hours trying to figure out how to use it. But now I have a proper bulletin, I just have to figure out how to feed data to it and polish it up a lot."}, {"post_id": 13772, "ts": "2026-06-22T15:59:28Z", "hours": 1.2197, "text": "Devlog #2 I have created a new React app for ClubHub after making a simple React test, and after a very long hour of programming, I have created the layout for the main bulletin of the app! The top row is the part with all of the tabs for different parts of the site, the side row is where all of the filters for different clubs are going to go, and the middle area is where the bulletin board is going to go. That one’s gonna be hard, but I found a thing called Motion that might let me do it. I’ll see you in the next devlog (later today)!"}, {"post_id": 6464, "ts": "2026-06-10T21:29:24Z", "hours": 0.5061, "text": "I’ve begun working on the prototype UI for my school club management project, ClubHub. It’s made in Google Slides. Tomorrow I will probably start learning React (y’know, to actually make the project)"}]...
|
Title: ClubHub by @Mottl | Stardance
Devlogs:
I’v Title: ClubHub by @Mottl | Stardance
Devlogs:
I’ve begun working on the prototype UI for my school club management project, ClubHub. It’s made in Google Slides. Tomorrow I will probably start learning React (y’know, to actually make the project)
Devlog #2 I have created a new React app for ClubHub after making a simple React test, and after a very long hour of programming, I have created the layout for the main bulletin of the app! The top row is the part with all of the tabs for different parts of the site, the side row is where all of the filters for different clubs are going to go, and the middle area is where the bulletin board is going to go. That one’s gonna be hard, but I found a thing called Motion that might let me do it. I’ll see you in the next devlog (later today)!
Devlog #3 This past week I have been working on the actual bulletin board part of the bulletin page. I found a nice react library (not Motion) that lets me do what I want, but the documentation was realy bad, and it took me a couple (unlogged) hours trying to figure out how to use it. But now I have a proper bulletin, I just have to figure out how to feed data to it and polish it up a lot.
(Weekly) Devlog #3 Yes, I have decided that these devlogs will be weekly, because I have things to do and I don’t want to write them all the time! This week I got a ton of stuff done, the most major was adding pages to the site! I gotta get to work on those right away after I work on this devlog. I also did some general code cleanup and polish, and as you can see I added a top bar with tabs that let you switch between pages, as well as an account page and a settings page. I also started working on a Python REST API for the project, so it won’t just be frontend much longer.
Devlog #4 Okay, so I missed last week… HOWEVER, I have made an API! Which is great. It’s going pretty good so far, but it’s not finished yet, and when I finish it, I will finally be able to finish the app! (let’s go)
Signup Page!!!!! You (probably like two people) may have been wondering what I have been doing the past two weeks, and I am proud to announce that I have authentication working!!! It may have taken 7 hours and 30 minutes, but the API can sign people in safely and securely! Now, it’s time to… well, how do I say this… make the actual website. I know, it’s so hard. All I’ve been doing is bugfixing the backend, it’ll be so nice to program in React again.
#Plan to LOCK IN! This contest ends in a month and a half, and I have a plan to get it done in 10 days! The picture below is all I have left to do in ClubHub, and all there is is this! If I do one thing every day, then I can get this thing done before the deadline! Time to get to work!...
|
1792497306.8210258
|
1793102106.8210258
|
|
1009
|
My awesome macropad! by @Bill | Stardance
|
Bill
|
0
|
0.0
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0
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[]
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[]
|
Title: My awesome macropad! by @Bill | Stardance
|
1792748937.8716805
|
1793353737.8716805
|
|
1010
|
My first slack bot! by @Bill | Stardance
|
Bill
|
0
|
0.0
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0
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[]
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[]
|
Title: My first slack bot! by @Bill | Stardance
|
1792644717.5467691
|
1793249517.5467691
|
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1011
|
ProgCal by @hatya-mouse | Stardance
|
hatya-mouse
|
0
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0.0
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0
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[]
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[]
|
Title: ProgCal by @hatya-mouse | Stardance
|
1792918211.5358849
|
1793782211.5358849
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|
1012
|
My first slack bot! by @arma | Stardance
|
arma
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @arma | Stardance
|
1792684294.217782
|
1793289094.217782
|
|
1013
|
My first slack bot! by @matthiaslubbertsen | Stard My first slack bot! by @matthiaslubbertsen | Stardance...
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matthiaslubbertsen
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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 @matthiaslubbertsen Title: My first slack bot! by @matthiaslubbertsen | Stardance...
|
1792666313.5165608
|
1793271113.5165608
|
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1014
|
Untitled project by @Jacob | Stardance
|
Jacob
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Jacob | Stardance
|
1792709669.8063197
|
1793314469.8063197
|
|
1015
|
Untitled project by @Jacob | Stardance
|
Jacob
|
0
|
0.0
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0
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[]
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[]
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Title: Untitled project by @Jacob | Stardance
|
1792619508.2462587
|
1793224308.2462587
|
|
1016
|
Untitled project by @SimDev | Stardance
|
SimDev
|
0
|
0.0
|
0
|
[]
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[]
|
Title: Untitled project by @SimDev | Stardance
|
1792558258.6533628
|
1793163058.6533628
|
|
1017
|
OBSTICLE AVOIDING CAR by @aarav_ | Stardance
|
aarav_
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0
|
0.0
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0
|
[]
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[]
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Title: OBSTICLE AVOIDING CAR by @aarav_ | Stardanc Title: OBSTICLE AVOIDING CAR by @aarav_ | Stardance...
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1792504483.2907887
|
1793109283.2907887
|
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1018
|
My awesome macropad! by @aarav_ | Stardance
|
aarav_
|
0
|
0.0
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0
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[]
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[]
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Title: My awesome macropad! by @aarav_ | Stardance
|
1792597899.2388363
|
1793202699.2388363
|
|
1019
|
My awesome macropad! by @Joshua_Westrick | Stardan My awesome macropad! by @Joshua_Westrick | Stardance...
|
Joshua_Westrick
|
0
|
0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Joshua_Westrick | Title: My awesome macropad! by @Joshua_Westrick | Stardance...
|
1792781461.3875456
|
1793386261.3875456
|
|
1020
|
My first slack bot! by @aarav_ | Stardance
|
aarav_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @aarav_ | Stardance
|
1792507834.3387954
|
1793112634.3387954
|
|
1021
|
Untitled project by @Enginerd14 | Stardance
|
Enginerd14
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Enginerd14 | Stardance
|
1792536668.251087
|
1793141468.251087
|