|
1024
|
Mo' Ability by @Icky_Vicky | Stardance
|
Icky_Vicky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Mo' Ability by @Icky_Vicky | Stardance
|
1792540097.7348094
|
1793144897.7348094
|
|
1025
|
Seergraph by @Zephyr | Stardance
|
Zephyr
|
0
|
57.6
|
0
|
[]
|
[{"post_id": 26436, "ts": "202 [{"post_id": 26436, "ts": "2026-07-11T07:15:52Z", "hours": 9.3689, "text": "NEW DEVLOG!! I’m terribly behind on a lot of work but that’s okay, lets keep going So the call extraction is proving to be MUCH more difficult that I expected. Turns out, there are a lot of ways to call a callable symbol in javascript But that’s fine, I’ve gotten most of it down now, just a few more cases to handle: the this keyword return values indirect parameter calls After I’m done with call extraction, all that’s left to do is figure out how im going to save this graph, then I can use it to make my architectural linter CLI :D"}, {"post_id": 19845, "ts": "2026-07-01T07:42:24Z", "hours": 10.045, "text": "Its time…. for another devlog :> Okay so, here’s a concise list describing what I’ve accomplished: Make binding symbols to represent symbols which have been imported from another file Create aliases edges to connect binding symbols to the actual symbol, OR to connect namespace import symbols to the actual file being imported Create lookup / index tables for my data, then realize that i don’t need all of them during graph build time, then delete some of the indexes Major refactor of source code to use the new GraphBuilder class instead of manually collecting symbols/edges Write testttssssssss Clean up types (it was a mess, but its better now) Now, I’m changing my main analyzer entry point to support multi-file tests without having to actually create the files (right now, it only supports code input of filepath input). After that, i can FINALLY. AND I MEAN FINALLY. move on to call extraction :> (and yes, this is yet another screenshot of the terminal / IDE cuz im still trying to extract data, theres not much to show )"}, {"post_id": 16167, "ts": "2026-06-26T08:43:08Z", "hours": 9.5747, "text": "NEW DEVLOGGG. Okay so i’ve been super busy recently so not a lot of work done :> but i completed the export extraction, and also import extraction (which was surprisingly easy because turns out ts-morph does a lot of the heavy lifting for me)! Was going to move on to call extraction, when i realized a few things: I need to resolve my imports. How am i supposed to know what an imported symbol is referring to if they don’t have a symbol? I need to create aliases edges for my binding symbols (which are technically dummy symbols used to represent the imported symbol that is being referred to), in order to connect them to their actual symbol. I need lookup tables! :0 which i completely forgot about. So now I’ll be creating lookup tables as well via incremental updates. :> After i resolve the above, i can FINALLY move on to call extraction I’ve also decided to change what my project is for! Having a graph representation of an actual codebase is super powerful, so I’ll be using it to make some sort of architectural linter (like eslint but for architecture instead of code syntax) This is what i have in mind currently: layers : { api : \" src/routes/** \" , services : \" src/services/** \" , repositories : \" src/repositories/** \" , }, rules : [ // Layer rules — explicit forbidden edges noCrossLayerCalls ({ from : \" api \" , to : \" repositories \" }), // Path rules — enforce mandatory intermediaries mustGoThrough ({ from : \" api \" , to : \" repositories \" , through : \" services \" }), // Cluster rules — graph-inferred boundaries noUnexpectedCrossClusterCalls (), allowCrossClusterCall ({ from : \" payments \" , to : \" shared \" }), ] Obviously, its still a work in progress :> but i like where its going, will be working much more often hopefully (P.S, the image shows my export extraction details)"}, {"post_id": 11722, "ts": "2026-06-19T02:52:54Z", "hours": 9.7944, "text": "NEW DEVLOG. Okay so: I finished my symbol extraction and I have moved on to extracting exports :0 Unfortunately, all i have to show for it is STILL console output, but we’re getting there :> For the symbol extraction, i did a MAJOR refactoring of my code to use generator functions, and I’m much happier with the output now :D I also added extraction of some other symbols, and change the object extraction strategy to use a recursive approach (if i hit a property that contains an object, i recurse). For export extraction, I go over all export symbols that I found inside of the source file and then I handle their initializers. Basically: see what is being exported, and make an edge from the file to the export :> Some hard cases that I have to handle include default exports and export specifiers. These aren’t exactly the same as other types of exports in the parsed AST, so I need to make sure some weird cases are working as well. Next step is finishing my export extraction, writing a buncha tests, and then moving on to call extraction."}, {"post_id": 9048, "ts": "2026-06-15T03:16:20Z", "hours": 9.1664, "text": "Okay devlog time :> So far I’ve been really focused on accurate symbol extraction from the AST, I need to have enough information extraction about what functions are actually useful enough to qualify as a symbol, because I don’t want a symbol for some random .map() callback function! Anyways, the image i’ve attached below is a dual view of the symbols im extracting. On the left, I’ve only got ids (for a quicker glance) and on the right I’ve got the full symbols for each id! Also, after the first devlog, I realized the complexity of the project and instantly decided to write tests, so I’ve been doing that as well :> I don’t want to break something accidentally in the future without even knowing smh So far, im creating a symbol for: non-exported variables that contain a function exported variables named classes named class’s methods named function declarations and arrow functions nested function declarations and arrow functions an object’s properties that are arrow functions/function expressions intermediate objects of a parent object that contains at least one callable descendant, that act as namespaces a function’s methods Right now, I still need to collect a symbol for: default exports, whether named or not types enums interfaces Anonymous classes stored in a variable After that, I need to write a couple of more tests, refactor my code a little (it’s pretty messy right now), and then move on to the call graph, where I’ll have to extract CallFacts (basically whenever a symbol is being called/referred to)"}, {"post_id": 6767, "ts": "2026-06-11T10:29:18Z", "hours": 9.6475, "text": "Okay! This is supposed to be a local tool that takes in a repository, creates a huge graph out of the entire thing (with relationships between imports, exports, function calls, etc), and then based on the graph, I’ll be able to answer questions like “what is this function for?”, or “What functions depend on this?” The first step is scanning the repo (the easy part). Doing this was quite easy, since I just needed to use node’s fs module. The next step is significantly more challenging: creating the graph. First, I’ll have to parse each file and get an AST out of it, then i’ll have to traverse it in order to collect all the information i need, along with all of the relationships. Currently, this is the only output i can screenshot since im just trying to correctly parse and collect the AST nodes x-x but yes, i think its going to turn out well in the future :>"}]...
|
Title: Seergraph by @Zephyr | Stardance
Devlogs:
Title: Seergraph by @Zephyr | Stardance
Devlogs:
Okay! This is supposed to be a local tool that takes in a repository, creates a huge graph out of the entire thing (with relationships between imports, exports, function calls, etc), and then based on the graph, I’ll be able to answer questions like “what is this function for?”, or “What functions depend on this?” The first step is scanning the repo (the easy part). Doing this was quite easy, since I just needed to use node’s fs module. The next step is significantly more challenging: creating the graph. First, I’ll have to parse each file and get an AST out of it, then i’ll have to traverse it in order to collect all the information i need, along with all of the relationships. Currently, this is the only output i can screenshot since im just trying to correctly parse and collect the AST nodes x-x but yes, i think its going to turn out well in the future :>
Okay devlog time :> So far I’ve been really focused on accurate symbol extraction from the AST, I need to have enough information extraction about what functions are actually useful enough to qualify as a symbol, because I don’t want a symbol for some random .map() callback function! Anyways, the image i’ve attached below is a dual view of the symbols im extracting. On the left, I’ve only got ids (for a quicker glance) and on the right I’ve got the full symbols for each id! Also, after the first devlog, I realized the complexity of the project and instantly decided to write tests, so I’ve been doing that as well :> I don’t want to break something accidentally in the future without even knowing smh So far, im creating a symbol for: non-exported variables that contain a function exported variables named classes named class’s methods named function declarations and arrow functions nested function declarations and arrow functions an object’s properties that are arrow functions/function expressions intermediate objects of a parent object that contains at least one callable descendant, that act as namespaces a function’s methods Right now, I still need to collect a symbol for: default exports, whether named or not types enums interfaces Anonymous classes stored in a variable After that, I need to write a couple of more tests, refactor my code a little (it’s pretty messy right now), and then move on to the call graph, where I’ll have to extract CallFacts (basically whenever a symbol is being called/referred to)
NEW DEVLOG. Okay so: I finished my symbol extraction and I have moved on to extracting exports :0 Unfortunately, all i have to show for it is STILL console output, but we’re getting there :> For the symbol extraction, i did a MAJOR refactoring of my code to use generator functions, and I’m much happier with the output now :D I also added extraction of some other symbols, and change the object extraction strategy to use a recursive approach (if i hit a property that contains an object, i recurse). For export extraction, I go over all export symbols that I found inside of the source file and then I handle their initializers. Basically: see what is being exported, and make an edge from the file to the export :> Some hard cases that I have to handle include default exports and export specifiers. These aren’t exactly the same as other types of exports in the parsed AST, so I need to make sure some weird cases are working as well. Next step is finishing my export extraction, writing a buncha tests, and then moving on to call extraction.
NEW DEVLOGGG. Okay so i’ve been super busy recently so not a lot of work done :> but i completed the export extraction, and also import extraction (which was surprisingly easy because turns out ts-morph does a lot of the heavy lifting for me)! Was going to move on to call extraction, when i realized a few things: I need to resolve my imports. How am i supposed to know what an imported symbol is referring to if they don’t have a symbol? I need to create aliases edges for my binding symbols (which are technically dummy symbols used to represent the imported symbol that is being referred to), in order to connect them to their actual symbol. I need lookup tables! :0 which i completely forgot about. So now I’ll be creating lookup tables as well via incremental updates. :> After i resolve the above, i can FINALLY move on to call extraction I’ve also decided to change what my project is for! Having a graph representation of an actual codebase is super powerful, so I’ll be using it to make some sort of architectural linter (like eslint but for architecture instead of code syntax) This is what i have in mind currently: layers : { api : " src/routes/** " , services : " src/services/** " , repositories : " src/repositories/** " , }, rules : [ // Layer rules — explicit forbidden edges noCrossLayerCalls ({ from : " api " , to : " repositories " }), // Path rules — enforce mandatory intermediaries mustGoThrough ({ from : " api " , to : " repositories " , through : " services " }), // Cluster rules — graph-inferred boundaries noUnexpectedCrossClusterCalls (), allowCrossClusterCall ({ from : " payments " , to : " shared " }), ] Obviously, its still a work in progress :> but i like where its going, will be working much more often hopefully (P.S, the image shows my export extraction details)
Its time…. for another devlog :> Okay so, here’s a concise list describing what I’ve accomplished: Make binding symbols to represent symbols which have been imported from another file Create aliases edges to connect binding symbols to the actual symbol, OR to connect namespace import symbols to the actual file being imported Create lookup / index tables for my data, then realize that i don’t need all of them during graph build time, then delete some of the indexes Major refactor of source code to use the new GraphBuilder class instead of manually collecting symbols/edges Write testttssssssss Clean up types (it was a mess, but its better now) Now, I’m changing my main analyzer entry point to support multi-file tests without having to actually create the files (right now, it only supports code input of filepath input). After that, i can FINALLY. AND I MEAN FINALLY. move on to call extraction :> (and yes, this is yet another screenshot of the terminal / IDE cuz im still trying to extract data, theres not much to show )
NEW DEVLOG!! I’m terribly behind on a lot of work but that’s okay, lets keep going So the call extraction is proving to be MUCH more difficult that I expected. Turns out, there are a lot of ways to call a callable symbol in javascript But that’s fine, I’ve gotten most of it down now, just a few more cases to handle: the this keyword return values indirect parameter calls After I’m done with call extraction, all that’s left to do is figure out how im going to save this graph, then I can use it to make my architectural linter CLI :D...
|
1792619629.2536116
|
1793224429.2536116
|
|
1026
|
spacepad by @mani | Stardance
|
mani
|
0
|
2.0
|
0
|
[]
|
[{"post_id": 17736, "ts": "202 [{"post_id": 17736, "ts": "2026-06-28T17:32:49Z", "hours": 0.0, "text": "made firmware in kmk for my space pad with 2 layers for 16 keys and rotary encoder"}, {"post_id": 7561, "ts": "2026-06-12T17:18:39Z", "hours": 0.0, "text": "completed the case"}, {"post_id": 3857, "ts": "2026-06-06T22:35:55Z", "hours": 1.0, "text": "made the top panel for the spacepad"}, {"post_id": 2822, "ts": "2026-06-05T17:24:55Z", "hours": 0.0, "text": "updated placements of silkscreen and made the switch plate in cad fusion 360 died on me so I think i will do it tomorrow"}, {"post_id": 1918, "ts": "2026-06-04T04:41:57Z", "hours": 0.0, "text": "silkscreen art placement made most of them from scratch like outpost logo alexren and stardust but most are slight adjustments😮💨"}, {"post_id": 1489, "ts": "2026-06-03T15:26:37Z", "hours": 0.0, "text": "routed all the traces of my space pad"}, {"post_id": 901, "ts": "2026-06-02T17:04:44Z", "hours": 1.0, "text": "i made the pcb for the space pad and attached the 3d models for the mockup 😮💨"}, {"post_id": 365, "ts": "2026-06-01T18:17:43Z", "hours": 0.0, "text": "made the schematics of the space pad made the all the connection based on guide"}]...
|
Title: spacepad by @mani | Stardance
Devlogs:
mad Title: spacepad by @mani | Stardance
Devlogs:
made the schematics of the space pad made the all the connection based on guide
i made the pcb for the space pad and attached the 3d models for the mockup 😮💨
routed all the traces of my space pad
silkscreen art placement made most of them from scratch like outpost logo alexren and stardust but most are slight adjustments😮💨
updated placements of silkscreen and made the switch plate in cad fusion 360 died on me so I think i will do it tomorrow
made the top panel for the spacepad
completed the case
made firmware in kmk for my space pad with 2 layers for 16 keys and rotary encoder...
|
1792907373.5380497
|
1793771373.5380497
|
|
1027
|
Untitled by @mani | Stardance
|
mani
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @mani | Stardance
|
1792921959.9941068
|
1793785959.9941068
|
|
1028
|
My awesome macropad! by @Icky_Vicky | Stardance
|
Icky_Vicky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Icky_Vicky | Stard Title: My awesome macropad! by @Icky_Vicky | Stardance...
|
1792597923.191316
|
1793202723.191316
|
|
1030
|
Stock Simulator by @lucasian | Stardance
|
lucasian
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Stock Simulator by @lucasian | Stardance
|
1792788811.086874
|
1793393611.086874
|
|
1031
|
Sound powered machine by @Tripler | Stardance
|
Tripler
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Sound powered machine by @Tripler | Stardan Title: Sound powered machine by @Tripler | Stardance...
|
1792666122.6265385
|
1793270922.6265385
|
|
1032
|
OpenRecode by @xarber | Stardance
|
xarber
|
0
|
0.0
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0
|
[]
|
[]
|
Title: OpenRecode by @xarber | Stardance
|
1792713093.5155916
|
1793317893.5155916
|
|
1033
|
NULL
|
NULL
|
0
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0.0
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0
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[]
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[]
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1792896537.6848469
|
1793760537.6848469
|
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1034
|
Untitled by @jam06452 | Stardance
|
jam06452
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @jam06452 | Stardance
|
1792781575.711032
|
1793386375.711032
|
|
1035
|
The Ultimate Calculator by @ZM | Stardance
|
ZM
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The Ultimate Calculator by @ZM | Stardance
|
1792648418.4295447
|
1793253218.4295447
|
|
1037
|
3d can holder by @Microsoft_Bingham | Stardance
|
Microsoft_Bingham
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3d can holder by @Microsoft_Bingham | Stard Title: 3d can holder by @Microsoft_Bingham | Stardance...
|
1792587070.4969618
|
1793191870.4969618
|
|
1038
|
πKey by @ZiDi | Stardance
|
ZiDi
|
0
|
15.82
|
0
|
[]
|
[{"post_id": 6328, "ts": "2026 [{"post_id": 6328, "ts": "2026-06-10T17:25:48Z", "hours": 3.8253, "text": "Today I added USB Mode to the Pi_Key project, which allows the device to act as a portable AI configuration and data storage system. With this mode, AI settings and chat histories are stored directly on a USB flash drive, making the system fully portable across Linux, Windows, and macOS. The goal is to keep it simple and plug-and-play, so users can move their setup between machines without any extra setup. At the moment, the implementation is still in an early stage. There is no encryption or access protection, which means anyone with physical access to the USB drive can read all stored data, including API keys and chat histories. Security improvements are planned for future versions, including encryption and better protection for sensitive configuration data. Love u :3"}, {"post_id": 4992, "ts": "2026-06-08T17:14:17Z", "hours": 0.4158, "text": "I made a new design for Pi Key, I’ve already ordered it, and now I just hope it actually works. So what do I want to do next? Since I don’t need to work on the PCB for now, I’m going to focus on the software side. I want to make the app faster and smoother, clean up the code, and give it a more professional look. I also want to improve the GitHub repository so it looks well-structured and serious, not messy. On top of that, I want to build a proper website for the project. And if I finish the software in Python now, my next move is to rewrite the whole thing in Rust to make it faster, cleaner, and more solid. Basically: hardware is done for now — time to level up the software, the codebase, and the whole presentation. Love u :3"}, {"post_id": 4399, "ts": "2026-06-07T18:32:34Z", "hours": 0.7658, "text": "Fixing some bugs, repairing history saving love u :3"}, {"post_id": 3700, "ts": "2026-06-06T19:10:18Z", "hours": 3.2453, "text": "Currently working on an AI-powered chat system for Pi Key. Pi Key is evolving into much more than just an API key manager. The device is designed to securely store API keys, passwords, and chat histories while providing direct access to AI conversations. Current features: • AI Chat • API Key Storage • Password Manager • Chat History Storage Planned features: • Encrypted Data Storage • Local AI Processing • File Management • Secure Notes • Plugin System • Multi-Provider AI Support • Device-to-Device Sync • Custom Automations • Developer Tools • Terminal Access Thanks for support Love u :3"}, {"post_id": 2919, "ts": "2026-06-05T20:29:36Z", "hours": 2.2464, "text": "Working on AI API’s keys saving, connecting to openRouter, and some other things"}, {"post_id": 2312, "ts": "2026-06-04T18:50:02Z", "hours": 2.12, "text": "Some sneak pick from the app I’m working on for communication between PC and pi-key. It will also have support for adding API keys and communicating with AI bots and saving history locally. I’m also working on encrypted password storage and I’m thinking about rewriting all the code from this app and also from the software that runs on pi-key from python to rust."}, {"post_id": 1553, "ts": "2026-06-03T17:20:30Z", "hours": 1.2569, "text": "Testing programs on prototype :)"}, {"post_id": 937, "ts": "2026-06-02T18:15:14Z", "hours": 0.8025, "text": "Working on Simple Web-Site For now its just easy animation and repo button but in future I want to use it for something bigger… Maybe I am gonna buy domain for it"}, {"post_id": 894, "ts": "2026-06-02T16:52:16Z", "hours": 0.3511, "text": "Working on README in my repo"}, {"post_id": 283, "ts": "2026-06-01T14:56:08Z", "hours": 0.4242, "text": "Some 3D rendering :)"}, {"post_id": 236, "ts": "2026-06-01T11:12:17Z", "hours": 0.3639, "text": "Working on PCB :3"}]...
|
Title: πKey by @ZiDi | Stardance
Devlogs:
Working Title: πKey by @ZiDi | Stardance
Devlogs:
Working on PCB :3
Some 3D rendering :)
Working on README in my repo
Working on Simple Web-Site For now its just easy animation and repo button but in future I want to use it for something bigger… Maybe I am gonna buy domain for it
Testing programs on prototype :)
Some sneak pick from the app I’m working on for communication between PC and pi-key. It will also have support for adding API keys and communicating with AI bots and saving history locally. I’m also working on encrypted password storage and I’m thinking about rewriting all the code from this app and also from the software that runs on pi-key from python to rust.
Working on AI API’s keys saving, connecting to openRouter, and some other things
Currently working on an AI-powered chat system for Pi Key. Pi Key is evolving into much more than just an API key manager. The device is designed to securely store API keys, passwords, and chat histories while providing direct access to AI conversations. Current features: • AI Chat • API Key Storage • Password Manager • Chat History Storage Planned features: • Encrypted Data Storage • Local AI Processing • File Management • Secure Notes • Plugin System • Multi-Provider AI Support • Device-to-Device Sync • Custom Automations • Developer Tools • Terminal Access Thanks for support Love u :3
Fixing some bugs, repairing history saving love u :3
I made a new design for Pi Key, I’ve already ordered it, and now I just hope it actually works. So what do I want to do next? Since I don’t need to work on the PCB for now, I’m going to focus on the software side. I want to make the app faster and smoother, clean up the code, and give it a more professional look. I also want to improve the GitHub repository so it looks well-structured and serious, not messy. On top of that, I want to build a proper website for the project. And if I finish the software in Python now, my next move is to rewrite the whole thing in Rust to make it faster, cleaner, and more solid. Basically: hardware is done for now — time to level up the software, the codebase, and the whole presentation. Love u :3
Today I added USB Mode to the Pi_Key project, which allows the device to act as a portable AI configuration and data storage system. With this mode, AI settings and chat histories are stored directly on a USB flash drive, making the system fully portable across Linux, Windows, and macOS. The goal is to keep it simple and plug-and-play, so users can move their setup between machines without any extra setup. At the moment, the implementation is still in an early stage. There is no encryption or access protection, which means anyone with physical access to the USB drive can read all stored data, including API keys and chat histories. Security improvements are planned for future versions, including encryption and better protection for sensitive configuration data. Love u :3...
|
1792478905.7825334
|
1793083705.7825334
|
|
1039
|
Animatronics Archive by @Ur_Local_R3N | Stardance
|
Ur_Local_R3N
|
0
|
0.95
|
0
|
[]
|
[{"post_id": 32726, "ts": "202 [{"post_id": 32726, "ts": "2026-07-22T01:51:20Z", "hours": 0.9508, "text": "Been working on this site for about 1.5 years, is going to be an info dump about animatronics, mainly animatronic restaurants, and how to make them. It’s been a long WIP, as when I first started I was learning HTML while working on it so I’ve had to re-start several times due to amateur mistakes. Stay tuned for this mess lol."}]...
|
Title: Animatronics Archive by @Ur_Local_R3N | Sta Title: Animatronics Archive by @Ur_Local_R3N | Stardance
Devlogs:
Been working on this site for about 1.5 years, is going to be an info dump about animatronics, mainly animatronic restaurants, and how to make them. It’s been a long WIP, as when I first started I was learning HTML while working on it so I’ve had to re-start several times due to amateur mistakes. Stay tuned for this mess lol....
|
1792705997.0441976
|
1793310797.0441976
|
|
1040
|
small overtures by @luftacen | Stardance
|
luftacen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: small overtures by @luftacen | Stardance
|
1792633674.2686536
|
1793238474.2686536
|
|
1041
|
My first slack bot! by @Bri | Stardance
|
Bri
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Bri | Stardance
|
1792666203.30291
|
1793271003.30291
|
|
1042
|
The one by @riya | Stardance
|
riya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The one by @riya | Stardance
|
1792590752.4733896
|
1793195552.4733896
|
|
1043
|
Untitled project by @shaurya | Stardance
|
shaurya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @shaurya | Stardance
|
1792633942.1338084
|
1793238742.1338084
|
|
1044
|
My awesome macropad! by @rae | Stardance
|
rae
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @rae | Stardance
|
1792795769.3790262
|
1793400569.3790262
|
|
1045
|
My awesome macropad! by @MacktheSilly | Stardance
|
MacktheSilly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @MacktheSilly | Sta Title: My awesome macropad! by @MacktheSilly | Stardance...
|
1792669889.9997706
|
1793274689.9997706
|
|
1046
|
My awesome macropad! by @V | Stardance
|
V
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @V | Stardance
|
1792918261.1914008
|
1793782261.1914008
|
|
1047
|
My awesome macropad! by @Shiven | Stardance
|
Shiven
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Shiven | Stardance
|
1792947000.1208053
|
1793811000.1208053
|
|
1049
|
Hexapod-HomeAssistent by @thebiker_cat | Stardance
|
thebiker_cat
|
0
|
20.89
|
0
|
[]
|
[{"post_id": 12825, "ts": "202 [{"post_id": 12825, "ts": "2026-06-21T00:11:33Z", "hours": 8.0814, "text": "Completed Goals I have reached a few goals and managed to complete a few challenges that I was afraid of. There are actually two important steps I have completed. Build Update First, I managed to finish the raw Hexapod build (a few electronic parts are still missing, but I mean the body). Code Improvements Secondly, I made a few improvements to control a Hexapod leg with coordinates (we also had a problem with our C++ header files that my friend has, thank goodness, solved). So now we are really able to control a real leg with coordinates. Movement Test Another big feature where I laid my focus was a first movement test. I already implemented this feature. I tried to program the tripod gait. I hope that it’ll work, because I wasn’t able to test it until now like I mentioned above, I hadn’t had the time to include some electronic parts in the Hexapod build. What’s Next? I suppose my next big step will be to actually get the robot to walk, so that my friend can finish his important tests and start to implement other movement features, because he is already really hyped for that. We’ll maybe also start with some kind of a control system, but I think that this will take us a little more time and it will be a while yet before we actually get started with that."}, {"post_id": 10235, "ts": "2026-06-16T21:18:35Z", "hours": 8.32, "text": "Progress Since my last devlog, I’ve made great progress. I’ve been looking into inverse kinematics quite a bit and I was pretty successful. I managed to derive formulas for my calculations with a few drawings. I also started to build my robot. Actually, I’ve managed to build up one leg. The leg consists of three joints, each controlled by a servo motor. Implementation Furthermore, my last step was to put my equations into code, so I wrote a test program. Now I am able to convert the angles into coordinates and I can move the leg with coordinates wherever I want. Challenges The biggest challenge so far has been getting the math right for the inverse kinematics, but once I drew the leg and did my calculations on paper, everything came together pretty quickly. What’s next? My next actions would be to make some movement tests. I will try to make a first walking test and see how stable the leg performs. After that, the plan is to build the remaining legs and work on coordinating them together."}, {"post_id": 6733, "ts": "2026-06-11T08:32:11Z", "hours": 4.4881, "text": "I started the Hexapod project by creating a project file structure and tried to implement the first functions for a leg of the Hexapod. It’s a bit difficult right now, because I am still waiting for my project hardware to arrive. So because I couldn’t really start to build the robot, and it was also difficult to start programming it, I started with a few servo tests with buttons and a potentiometer so that I would at least do something to better understand how servo engines work. My next step (when my hardware has arrived) would be to build the robot or at least a leg and try to figure out the kinematics and movement of it and implement it."}]...
|
Title: Hexapod-HomeAssistent by @thebiker_cat | St Title: Hexapod-HomeAssistent by @thebiker_cat | Stardance
Devlogs:
I started the Hexapod project by creating a project file structure and tried to implement the first functions for a leg of the Hexapod. It’s a bit difficult right now, because I am still waiting for my project hardware to arrive. So because I couldn’t really start to build the robot, and it was also difficult to start programming it, I started with a few servo tests with buttons and a potentiometer so that I would at least do something to better understand how servo engines work. My next step (when my hardware has arrived) would be to build the robot or at least a leg and try to figure out the kinematics and movement of it and implement it.
Progress Since my last devlog, I’ve made great progress. I’ve been looking into inverse kinematics quite a bit and I was pretty successful. I managed to derive formulas for my calculations with a few drawings. I also started to build my robot. Actually, I’ve managed to build up one leg. The leg consists of three joints, each controlled by a servo motor. Implementation Furthermore, my last step was to put my equations into code, so I wrote a test program. Now I am able to convert the angles into coordinates and I can move the leg with coordinates wherever I want. Challenges The biggest challenge so far has been getting the math right for the inverse kinematics, but once I drew the leg and did my calculations on paper, everything came together pretty quickly. What’s next? My next actions would be to make some movement tests. I will try to make a first walking test and see how stable the leg performs. After that, the plan is to build the remaining legs and work on coordinating them together.
Completed Goals I have reached a few goals and managed to complete a few challenges that I was afraid of. There are actually two important steps I have completed. Build Update First, I managed to finish the raw Hexapod build (a few electronic parts are still missing, but I mean the body). Code Improvements Secondly, I made a few improvements to control a Hexapod leg with coordinates (we also had a problem with our C++ header files that my friend has, thank goodness, solved). So now we are really able to control a real leg with coordinates. Movement Test Another big feature where I laid my focus was a first movement test. I already implemented this feature. I tried to program the tripod gait. I hope that it’ll work, because I wasn’t able to test it until now like I mentioned above, I hadn’t had the time to include some electronic parts in the Hexapod build. What’s Next? I suppose my next big step will be to actually get the robot to walk, so that my friend can finish his important tests and start to implement other movement features, because he is already really hyped for that. We’ll maybe also start with some kind of a control system, but I think that this will take us a little more time and it will be a while yet before we actually get started with that....
|
1792795967.97154
|
1793400767.97154
|
|
1050
|
My first slack bot! by @rae | Stardance
|
rae
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rae | Stardance
|
1792604919.9811902
|
1793209719.9811902
|
|
1051
|
Chat (Not) GPT by @mirrored-chameleon | Stardance
|
mirrored-chameleon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Chat (Not) GPT by @mirrored-chameleon | Sta Title: Chat (Not) GPT by @mirrored-chameleon | Stardance...
|
1792914545.7412252
|
1793778545.7412252
|
|
1052
|
UV and Ozone Sterilization chamber by @Hirasawa | UV and Ozone Sterilization chamber by @Hirasawa | Stardance...
|
Hirasawa
|
0
|
14.51
|
0
|
[]
|
[{"post_id": 17616, "ts": "202 [{"post_id": 17616, "ts": "2026-06-28T14:19:38Z", "hours": 4.8711, "text": "I worked on the firmware today. Man, I’m exhausted! It took forever! I think I’ll sleep really well tonight. Also, the firmware ended up looking really ugly!"}, {"post_id": 16898, "ts": "2026-06-27T13:05:57Z", "hours": 1.9642, "text": "I made pretty good progress today. The 3D data is almost done, so all that’s left is to write the firmware and so on. I hope it’ll be ready by tomorrow."}, {"post_id": 15020, "ts": "2026-06-24T12:23:42Z", "hours": 1.2764, "text": "Today I built a smaller version of it. I haven’t been able to spend much time on Hackclub lately because of preparations for the cultural festival, but it was nice to finally get back to it after so long."}, {"post_id": 3396, "ts": "2026-06-06T09:37:02Z", "hours": 2.6919, "text": "I’ve finished the 3D model for now. Since JLC3DP is charging an outrageous price, I think I’ll just print it myself using the club’s 3D printer."}, {"post_id": 1355, "ts": "2026-06-03T09:59:07Z", "hours": 1.4042, "text": "I made the door and the back cover. It looks really great."}, {"post_id": 774, "ts": "2026-06-02T13:10:21Z", "hours": 0.8825, "text": "I made the control panel section. It’s starting to look like a microwave!"}, {"post_id": 726, "ts": "2026-06-02T10:11:54Z", "hours": 1.1325, "text": "I drew up a circuit diagram today. I think the internal circuitry should be fine as is, but I’m worried that if the internal temperature gets too high and the case warps badly, that would be a problem, so I’m wondering if I should install a thermometer that can withstand UV exposure."}, {"post_id": 487, "ts": "2026-06-01T23:16:32Z", "hours": 0.2847, "text": "First devlog"}]...
|
Title: UV and Ozone Sterilization chamber by @Hira Title: UV and Ozone Sterilization chamber by @Hirasawa | Stardance
Devlogs:
First devlog
I drew up a circuit diagram today. I think the internal circuitry should be fine as is, but I’m worried that if the internal temperature gets too high and the case warps badly, that would be a problem, so I’m wondering if I should install a thermometer that can withstand UV exposure.
I made the control panel section. It’s starting to look like a microwave!
I made the door and the back cover. It looks really great.
I’ve finished the 3D model for now. Since JLC3DP is charging an outrageous price, I think I’ll just print it myself using the club’s 3D printer.
Today I built a smaller version of it. I haven’t been able to spend much time on Hackclub lately because of preparations for the cultural festival, but it was nice to finally get back to it after so long.
I made pretty good progress today. The 3D data is almost done, so all that’s left is to write the firmware and so on. I hope it’ll be ready by tomorrow.
I worked on the firmware today. Man, I’m exhausted! It took forever! I think I’ll sleep really well tonight. Also, the firmware ended up looking really ugly!...
|
1792540348.2237365
|
1793145148.2237365
|
|
1053
|
My awesome macropad! by @TyrantLizard76 | Stardanc My awesome macropad! by @TyrantLizard76 | Stardance...
|
TyrantLizard76
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @TyrantLizard76 | S Title: My awesome macropad! by @TyrantLizard76 | Stardance...
|
1792928975.7234645
|
1793792975.7234645
|
|
1054
|
Kittypad by @HY | Stardance
|
HY
|
0
|
8.79
|
0
|
[]
|
[{"post_id": 17507, "ts": "202 [{"post_id": 17507, "ts": "2026-06-28T09:59:10Z", "hours": 0.7831, "text": "I created the basic firmware for the Kittypad, I intend to build the ‘game’ after I build the physical macropad so that I am able to test it."}, {"post_id": 1521, "ts": "2026-06-03T16:28:28Z", "hours": 1.6431, "text": "I completed the CAD design for the case! I added a counterbore as well as a 3mm thick border around the top case. I left the left side open as part of my design and to show off the silkscreen. I realised that I had used the wrong LED in my PCB and had to face a bunch of DRC errors, because the footprint comes with a hole, the DRC assumed that there was lack of edge clearance and kept giving me the error, so I just ignored the violation."}, {"post_id": 1442, "ts": "2026-06-03T14:10:47Z", "hours": 3.9331, "text": "Spent a whole bunch of hours fighting Fusion360 to create a base plate. Key features include holes at the bottom in order to put the heat inserts, as well as a drill hole of 3.1mm so that the screws can slide through easily."}, {"post_id": 646, "ts": "2026-06-02T05:02:32Z", "hours": 0.4175, "text": "I routed the PCB and added some silkscreen designs. I had surprisingly few errors in the DRC, mainly to do with grounding which I fixed by adding vias. I added a rectangle the size of the screen in order to gauge how large it would be. I put the Gerber files into JLCPCB and it would cost 6.60 to produce 5 units, which I think is a pretty alright price. Some issues I faced was that I didn’t realise that my USB port was sticking too far away from the edge until I was about to export the Gerber files and I ended up just cutting the board and rerouting some traces in order to keep it at the edge."}, {"post_id": 628, "ts": "2026-06-02T04:27:25Z", "hours": 2.0125, "text": "1st Jun 9-10PM I worked on making the schematic for my macropad, which I intend to create a mini pet feature. Key features include 4 keys, 1 pushable knob which allows it to switch modes, an OLED screen as well as a status light indicator that changes with the status of the knob."}]...
|
Title: Kittypad by @HY | Stardance
Devlogs:
1st J Title: Kittypad by @HY | Stardance
Devlogs:
1st Jun 9-10PM I worked on making the schematic for my macropad, which I intend to create a mini pet feature. Key features include 4 keys, 1 pushable knob which allows it to switch modes, an OLED screen as well as a status light indicator that changes with the status of the knob.
I routed the PCB and added some silkscreen designs. I had surprisingly few errors in the DRC, mainly to do with grounding which I fixed by adding vias. I added a rectangle the size of the screen in order to gauge how large it would be. I put the Gerber files into JLCPCB and it would cost 6.60 to produce 5 units, which I think is a pretty alright price. Some issues I faced was that I didn’t realise that my USB port was sticking too far away from the edge until I was about to export the Gerber files and I ended up just cutting the board and rerouting some traces in order to keep it at the edge.
Spent a whole bunch of hours fighting Fusion360 to create a base plate. Key features include holes at the bottom in order to put the heat inserts, as well as a drill hole of 3.1mm so that the screws can slide through easily.
I completed the CAD design for the case! I added a counterbore as well as a 3mm thick border around the top case. I left the left side open as part of my design and to show off the silkscreen. I realised that I had used the wrong LED in my PCB and had to face a bunch of DRC errors, because the footprint comes with a hole, the DRC assumed that there was lack of edge clearance and kept giving me the error, so I just ignored the violation.
I created the basic firmware for the Kittypad, I intend to build the ‘game’ after I build the physical macropad so that I am able to test it....
|
1792479281.0355778
|
1793084081.0355778
|
|
1056
|
Monotony by @Mouse | Stardance
|
Mouse
|
0
|
21.34
|
0
|
[]
|
[{"post_id": 52142, "ts": "202 [{"post_id": 52142, "ts": "2026-08-22T07:19:18Z", "hours": 4.0561, "text": "Performed some shenanigans on the previous versions (naming schemes and broken updates) before deciding to push a new one to follow semantic versioning more strictly. This included renaming the 2nd version from v1.0.1 to v2.0.0 to better signify the overhaul, pushing a new version (v2.1.0, all the updates documented in the last few devlogs), and v2.1.1. This fixed the year-long bug on platform collisions and a gamebreaking bug disabling horizontal movement in v2.1.0, as well as fixing small redundancies in a few classes."}, {"post_id": 47285, "ts": "2026-08-15T04:23:41Z", "hours": 1.1417, "text": "Optimised how levels were drawn by combining the four separate level functions into one (which was put into its own file). This would also prevent exponential scaling in the future seeing how with 4 new game mechanics would result in 64 level functions, creating thousands of unnecessary lines. Furthermore, AI was used to generate a quintic easing function for the mountain lerps, allowing for smoother transitions. In the process, a camera focus bug was also fixed. note: the to-do list is removed since from this point onwards solely new features will be added."}, {"post_id": 45575, "ts": "2026-08-12T04:58:20Z", "hours": 4.0686, "text": "Used AI to mass-anchor the hundreds of game objects automatically, meaning that everything in the game should now dynamically respond to screen size. Updated the about (including the images) and tutorial screens, improved niche applications of syntax and made some small structural changes. The backButton is now fully replaced with the escape key and also applicable in more locations. Several optimisations and changes have been made to titles, subtitles and achievements, including their heights, bounding boxes and dynamic coordinate calculations. Finally, I also improved the transitions in the cursor class to be smoother. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Optimisations - Achievements - Tab - Notifications - Blur incorporation as a custom setting - New game mechanics - New levels - Compile and publish a new version"}, {"post_id": 43821, "ts": "2026-08-09T07:58:21Z", "hours": 3.4394, "text": "Fixed a platform collision bug when hitting the side of a platform and improved the implementation of several conventions. Also added support for different screen sizes. Although this hasn’t been implemented with regards to game sprites, it has been done for all other sprites such as menu buttons. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the image in this devlog is the screen during a failed attempt of adding compatibility."}, {"post_id": 42459, "ts": "2026-08-07T06:37:21Z", "hours": 4.2481, "text": "Published a new version and added a CHANGELOG.md file. I also matched the order of declaration and initialisation, fixed the overlapping coordinates of several achievements, automated the choosing of the next section and fixed another bug related to incorrect fills (caused by the matching of the var dec-init order). To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the new version bullet point will stay uncrossed until Stardance ends."}, {"post_id": 41730, "ts": "2026-08-06T03:55:18Z", "hours": 2.4969, "text": "Updated the README in terms of formatting and content, which means that now I can start working on the actual game. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels"}, {"post_id": 41128, "ts": "2026-08-05T03:56:49Z", "hours": 1.8936, "text": "Removed the need to generate symlinks (replaced by VSCode’s file nesting feature), removed blurs as a separate program (eventually, a customisable seed setting will be added) and switched to Processing’s official extension as opposed to a community-made one."}]...
|
Title: Monotony by @Mouse | Stardance
Devlogs:
Re Title: Monotony by @Mouse | Stardance
Devlogs:
Removed the need to generate symlinks (replaced by VSCode’s file nesting feature), removed blurs as a separate program (eventually, a customisable seed setting will be added) and switched to Processing’s official extension as opposed to a community-made one.
Updated the README in terms of formatting and content, which means that now I can start working on the actual game. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels
Published a new version and added a CHANGELOG.md file. I also matched the order of declaration and initialisation, fixed the overlapping coordinates of several achievements, automated the choosing of the next section and fixed another bug related to incorrect fills (caused by the matching of the var dec-init order). To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the new version bullet point will stay uncrossed until Stardance ends.
Fixed a platform collision bug when hitting the side of a platform and improved the implementation of several conventions. Also added support for different screen sizes. Although this hasn’t been implemented with regards to game sprites, it has been done for all other sprites such as menu buttons. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the image in this devlog is the screen during a failed attempt of adding compatibility.
Used AI to mass-anchor the hundreds of game objects automatically, meaning that everything in the game should now dynamically respond to screen size. Updated the about (including the images) and tutorial screens, improved niche applications of syntax and made some small structural changes. The backButton is now fully replaced with the escape key and also applicable in more locations. Several optimisations and changes have been made to titles, subtitles and achievements, including their heights, bounding boxes and dynamic coordinate calculations. Finally, I also improved the transitions in the cursor class to be smoother. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Optimisations - Achievements - Tab - Notifications - Blur incorporation as a custom setting - New game mechanics - New levels - Compile and publish a new version
Optimised how levels were drawn by combining the four separate level functions into one (which was put into its own file). This would also prevent exponential scaling in the future seeing how with 4 new game mechanics would result in 64 level functions, creating thousands of unnecessary lines. Furthermore, AI was used to generate a quintic easing function for the mountain lerps, allowing for smoother transitions. In the process, a camera focus bug was also fixed. note: the to-do list is removed since from this point onwards solely new features will be added.
Performed some shenanigans on the previous versions (naming schemes and broken updates) before deciding to push a new one to follow semantic versioning more strictly. This included renaming the 2nd version from v1.0.1 to v2.0.0 to better signify the overhaul, pushing a new version (v2.1.0, all the updates documented in the last few devlogs), and v2.1.1. This fixed the year-long bug on platform collisions and a gamebreaking bug disabling horizontal movement in v2.1.0, as well as fixing small redundancies in a few classes....
|
1792673679.295855
|
1793278479.295855
|
|
1057
|
Untitled project by @youtwo_ | Stardance
|
youtwo_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @youtwo_ | Stardance
|
1792770583.9003766
|
1793375383.9003766
|
|
1058
|
Infinity Orbit Hub by @mohamedsamymohamed | Starda Infinity Orbit Hub by @mohamedsamymohamed | Stardance...
|
mohamedsamymohamed
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Infinity Orbit Hub by @mohamedsamymohamed | Title: Infinity Orbit Hub by @mohamedsamymohamed | Stardance...
|
1792612425.4882205
|
1793217225.4882205
|
|
1059
|
Paradigm by @Dante | Stardance
|
Dante
|
0
|
1.79
|
0
|
[]
|
[{"post_id": 6161, "ts": "2026 [{"post_id": 6161, "ts": "2026-06-10T11:21:59Z", "hours": 0.5728, "text": "Worked on walking animation for player model."}, {"post_id": 4861, "ts": "2026-06-08T12:07:25Z", "hours": 0.7519, "text": "Worked on basic character movement. Next up, going to be working on animations for the character model."}, {"post_id": 3537, "ts": "2026-06-06T14:59:35Z", "hours": 0.4653, "text": "Worked on character modeling. I applied a glowing wireframe to a prexisting character model I created quite a while ago."}]...
|
Title: Paradigm by @Dante | Stardance
Devlogs:
Wo Title: Paradigm by @Dante | Stardance
Devlogs:
Worked on character modeling. I applied a glowing wireframe to a prexisting character model I created quite a while ago.
Worked on basic character movement. Next up, going to be working on animations for the character model.
Worked on walking animation for player model....
|
1792633932.0541742
|
1793238732.0541742
|
|
1060
|
Ball rolling game by @Fatigue34 | Stardance
|
Fatigue34
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ball rolling game by @Fatigue34 | Stardance
|
1792651757.7824094
|
1793256557.7824094
|
|
1061
|
Hi I'm enshuo, that's my 3D shooting game! Hi I'm enshuo, that's my 3D shooting game! by @En-Shuo | Stardance...
|
En-Shuo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hi I'm enshuo, that's my 3D shootin Title: Hi I'm enshuo, that's my 3D shooting game! by @En-Shuo | Stardance...
|
1792583613.7182314
|
1793188413.7182314
|
|
1062
|
c by @AboEl5yr | Stardance
|
AboEl5yr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: c by @AboEl5yr | Stardance
|
1792691273.7611144
|
1793296073.7611144
|
|
1063
|
My awesome macropad! by @Tallini | Stardance
|
Tallini
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Tallini | Stardanc Title: My awesome macropad! by @Tallini | Stardance...
|
1791826906.2427058
|
1792690906.2427058
|
|
1064
|
🌊Ocean pulse🐢 by @Fai | Stardance
|
Fai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 🌊Ocean pulse🐢 by @Fai | Stardance
|
1792688025.506578
|
1793292825.506578
|
|
1065
|
TUC by @ciaran | Stardance
|
ciaran
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: TUC by @ciaran | Stardance
|
1792576380.1842031
|
1793181180.1842031
|
|
1066
|
FixHC by @el4s | Stardance
|
el4s
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: FixHC by @el4s | Stardance
|
1792676935.1414845
|
1793281735.1414845
|
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1067
|
My awesome macropad! by @Himanshu | Stardance
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Himanshu
|
0
|
0.0
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0
|
[]
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[]
|
Title: My awesome macropad! by @Himanshu | Stardan Title: My awesome macropad! by @Himanshu | Stardance...
|
1792911085.2967575
|
1793775085.2967575
|
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1068
|
ass by @timothy1498 | Stardance
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timothy1498
|
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: ass by @timothy1498 | Stardance
|
1792601610.6899903
|
1793206410.6899903
|
|
1069
|
HotBot by @Himanshu | Stardance
|
Himanshu
|
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: HotBot by @Himanshu | Stardance
|
1792889556.7544408
|
1793753556.7544408
|
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1070
|
Event Horizon by @notsofastSashmit | Stardance
|
notsofastSashmit
|
0
|
0.0
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0
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[]
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[]
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Title: Event Horizon by @notsofastSashmit | Starda Title: Event Horizon by @notsofastSashmit | Stardance...
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1792529260.966965
|
1793134060.966965
|
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1071
|
Test project by @Sahas | Stardance
|
Sahas
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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: Test project by @Sahas | Stardance
|
1792684163.7727838
|
1793288963.7727838
|
|
1073
|
CYD helper by @Bronson | Stardance
|
Bronson
|
0
|
0.0
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0
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[]
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[]
|
Title: CYD helper by @Bronson | Stardance
|
1792630310.1763244
|
1793235110.1763244
|
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1074
|
My awesome macropad! by @lillylike123 | Stardance
|
lillylike123
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0
|
0.72
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0
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[]
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[{"post_id": 9513, "ts": "2026 [{"post_id": 9513, "ts": "2026-06-15T21:39:27Z", "hours": 0.7186, "text": "Worked on the schematic of my first-ever Hackpad (yippee!!!). I am super happy I was able to get the hang of KiCad and its different editors. I hope this Hackpad won’t be my last, and I will make more macro pads for the future!!!"}]...
|
Title: My awesome macropad! by @lillylike123 | Sta Title: My awesome macropad! by @lillylike123 | Stardance
Devlogs:
Worked on the schematic of my first-ever Hackpad (yippee!!!). I am super happy I was able to get the hang of KiCad and its different editors. I hope this Hackpad won’t be my last, and I will make more macro pads for the future!!!...
|
1792572508.261356
|
1793177308.261356
|
|
1075
|
Untitled project by @ARTariqDev | Stardance
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ARTariqDev
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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 @ARTariqDev | Stardance
|
1792504117.2852004
|
1793108917.2852004
|
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1077
|
My first slack bot! by @pooja235 | Stardance
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pooja235
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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 @pooja235 | Stardanc Title: My first slack bot! by @pooja235 | Stardance...
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1792594116.0614297
|
1793198916.0614297
|
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1078
|
My first slack bot! by @mazoonelwakeel | Stardance
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mazoonelwakeel
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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 @mazoonelwakeel | St Title: My first slack bot! by @mazoonelwakeel | Stardance...
|
1792550968.7022033
|
1793155768.7022033
|
|
1079
|
My first slack bot! by @Aradhana | Stardance
|
Aradhana
|
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 @Aradhana | Stardanc Title: My first slack bot! by @Aradhana | Stardance...
|
1792752847.1518354
|
1793357647.1518354
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