|
2309
|
Automatic Pet Feeder by @bytesizedoreyo | Stardanc Automatic Pet Feeder by @bytesizedoreyo | Stardance...
|
bytesizedoreyo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Automatic Pet Feeder by @bytesizedoreyo | S Title: Automatic Pet Feeder by @bytesizedoreyo | Stardance...
|
1792605237.1712706
|
1793210037.1712706
|
|
2310
|
My first slack bot! by @SynthReaper | Stardance
|
SynthReaper
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @SynthReaper | Stard Title: My first slack bot! by @SynthReaper | Stardance...
|
1792536901.7918644
|
1793141701.7918644
|
|
2311
|
Untitled project by @Colton | Stardance
|
Colton
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Colton | Stardance
|
1792630480.5541728
|
1793235280.5541728
|
|
2312
|
Untitled project by @Soso | Stardance
|
Soso
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Soso | Stardance
|
1792608861.2222278
|
1793213661.2222278
|
|
2313
|
Untitled project by @Emil | Stardance
|
Emil
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Emil | Stardance
|
1792515167.077431
|
1793119967.077431
|
|
2314
|
GamerPad! A hardware quick chat. by @Gecko | Stard GamerPad! A hardware quick chat. by @Gecko | Stardance...
|
Gecko
|
0
|
17.77
|
0
|
[]
|
[{"post_id": 73505, "ts": "202 [{"post_id": 73505, "ts": "2026-09-25T08:07:12Z", "hours": 1.7425, "text": "Gamerpad, The Last Devpost! (of devolpement) I have finished the github repository AND CODED. My brain has melted so this Devlog might not be the best. I think the repo looks quite nice and so does the coding. This was very difficult and I want to thank everyone who followed this project, along with everyone who will rate it SUPER HIGH RIGHT????? just messing with you i hope you like it! *edit I thought that you shipped it but i actually get hours for the build too!!!"}, {"post_id": 25663, "ts": "2026-07-10T02:20:49Z", "hours": 3.535, "text": "Hello Guys! I’ve been on vacation for a while but I’m back! I’ve printed the case and redesigned the whole thing to be more ergonomic. I felt like the current case was hard to turn the dial. I feel the shape in much better now. I did notice that this new spider web design looks nice. I’ve seen it in mice and stuff. I also noticed that mice first design seemed much more popular. Should i go for a more simple or organic design? Otherwise my printers broken so anyone who knows why a P2s can be melting and pulling around the base layer on 60.C base plate. THATS ALL FOR TODAYS VIDEO, REMEBER TO LIKE, SUBSCRIBE AND HIT THE NOTFICATI-"}, {"post_id": 8991, "ts": "2026-06-14T23:55:41Z", "hours": 2.1953, "text": "GamerPad! Case redesign and finish, Plus new silkscreen. I have been working in Onshape to create a new case. I converted the motherboard into a step file so i could scale the case correctly. Overall its still a little janky, I’m working on it. I also found that it was only 3 inches wide, I’m going to print out the case and feel it irl to see if that’s too small. Out-tro music plays SO MAKE SURE TO LIKE AND SUBSCRIBE, LEAVE A COMMENT, AND HIT THAT NOTIF-"}, {"post_id": 7062, "ts": "2026-06-11T20:39:49Z", "hours": 1.5936, "text": "The GAMERPAD PCB is done! IM SO HAPPY. I May have got a little angry at it and committed vehicular manslaughter but IT HAS BEEN COMPLETED! I cant tell if i liked or hated making a PCB but I’m pretty proud of it. Next is the box, which will be easy for me cause I’m good at cad and then coding. After that we will be completed."}, {"post_id": 5361, "ts": "2026-06-09T03:09:10Z", "hours": 1.7653, "text": "Pre Design on the case for GamerPad! I got bored of working on the pcb so I designed the case. If anyone has a way to import my pcb so I can use it to measure and make the case just right. This is a basic concept that will become symmetrical and better in future devlogs. Thank you guys for following the project!"}, {"post_id": 4009, "ts": "2026-06-07T04:51:18Z", "hours": 1.3264, "text": "Adding LEDs to GAMERPAD. (sorry for the day break went to the beach!) There is no other way to describe todays devlog then pain, and looking at the final result it looks like its saying “Fathhheeerrrr…. Killll meee pleeeeaaasssseeee…..”. I still happy i managed to get it done and ill deal with the 63 ERRORS! tomorrow. Any advice would be helpful."}, {"post_id": 1845, "ts": "2026-06-04T01:52:19Z", "hours": 1.0389, "text": "GamerPad! Huge update! I have completely re-wired the board (Like 5 times). I cleaned up the board wiring along with flipping and positioning the XIAO correctly. My next Step will be added RGB lighting under the keys and fixing the “Silkscreen clipped by soldier mask” Warning. Any Ideas, fixes, or phrases you want to be added feel free to comment. (P.S. Shout out to Daniel, Happy Birthday Daniel)"}, {"post_id": 1215, "ts": "2026-06-03T02:14:44Z", "hours": 0.8869, "text": "A huge day of Re-Wiring and Even more tomorrow! Looks like I’m going to have to flip the XIAO manually which will be a pain. But I added a Gecko so its all worth it."}, {"post_id": 651, "ts": "2026-06-02T05:21:54Z", "hours": 1.625, "text": "Added Rotary switch and updated design of GamerPad! I have been working on this for almost two hours now, and i think it is really coming along! My knowledge of PCB parts is growing rapidly, (although this is still a mess) and I think I will be able to have the project done with PCB and Case by the end of the week."}, {"post_id": 598, "ts": "2026-06-02T03:00:26Z", "hours": 2.0653, "text": "I have almost Finished The PCB! I think it is coming along well for my first pcb!"}]...
|
Title: GamerPad! A hardware quick chat. by @Gecko Title: GamerPad! A hardware quick chat. by @Gecko | Stardance
Devlogs:
I have almost Finished The PCB! I think it is coming along well for my first pcb!
Added Rotary switch and updated design of GamerPad! I have been working on this for almost two hours now, and i think it is really coming along! My knowledge of PCB parts is growing rapidly, (although this is still a mess) and I think I will be able to have the project done with PCB and Case by the end of the week.
A huge day of Re-Wiring and Even more tomorrow! Looks like I’m going to have to flip the XIAO manually which will be a pain. But I added a Gecko so its all worth it.
GamerPad! Huge update! I have completely re-wired the board (Like 5 times). I cleaned up the board wiring along with flipping and positioning the XIAO correctly. My next Step will be added RGB lighting under the keys and fixing the “Silkscreen clipped by soldier mask” Warning. Any Ideas, fixes, or phrases you want to be added feel free to comment. (P.S. Shout out to Daniel, Happy Birthday Daniel)
Adding LEDs to GAMERPAD. (sorry for the day break went to the beach!) There is no other way to describe todays devlog then pain, and looking at the final result it looks like its saying “Fathhheeerrrr…. Killll meee pleeeeaaasssseeee…..”. I still happy i managed to get it done and ill deal with the 63 ERRORS! tomorrow. Any advice would be helpful.
Pre Design on the case for GamerPad! I got bored of working on the pcb so I designed the case. If anyone has a way to import my pcb so I can use it to measure and make the case just right. This is a basic concept that will become symmetrical and better in future devlogs. Thank you guys for following the project!
The GAMERPAD PCB is done! IM SO HAPPY. I May have got a little angry at it and committed vehicular manslaughter but IT HAS BEEN COMPLETED! I cant tell if i liked or hated making a PCB but I’m pretty proud of it. Next is the box, which will be easy for me cause I’m good at cad and then coding. After that we will be completed.
GamerPad! Case redesign and finish, Plus new silkscreen. I have been working in Onshape to create a new case. I converted the motherboard into a step file so i could scale the case correctly. Overall its still a little janky, I’m working on it. I also found that it was only 3 inches wide, I’m going to print out the case and feel it irl to see if that’s too small. Out-tro music plays SO MAKE SURE TO LIKE AND SUBSCRIBE, LEAVE A COMMENT, AND HIT THAT NOTIF-
Hello Guys! I’ve been on vacation for a while but I’m back! I’ve printed the case and redesigned the whole thing to be more ergonomic. I felt like the current case was hard to turn the dial. I feel the shape in much better now. I did notice that this new spider web design looks nice. I’ve seen it in mice and stuff. I also noticed that mice first design seemed much more popular. Should i go for a more simple or organic design? Otherwise my printers broken so anyone who knows why a P2s can be melting and pulling around the base layer on 60.C base plate. THATS ALL FOR TODAYS VIDEO, REMEBER TO LIKE, SUBSCRIBE AND HIT THE NOTFICATI-
Gamerpad, The Last Devpost! (of devolpement) I have finished the github repository AND CODED. My brain has melted so this Devlog might not be the best. I think the repo looks quite nice and so does the coding. This was very difficult and I want to thank everyone who followed this project, along with everyone who will rate it SUPER HIGH RIGHT????? just messing with you i hope you like it! *edit I thought that you shipped it but i actually get hours for the build too!!!...
|
1792691347.1470304
|
1793296147.1470304
|
|
2316
|
My awesome macropad! by @caffeinated-combatant | S My awesome macropad! by @caffeinated-combatant | Stardance...
|
caffeinated-combatant
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @caffeinated-combat Title: My awesome macropad! by @caffeinated-combatant | Stardance...
|
1792547608.9357643
|
1793152408.9357643
|
|
2317
|
My awesome macropad! by @Joren | Stardance
|
Joren
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Joren | Stardance
|
1792770537.595603
|
1793375337.595603
|
|
2319
|
Break Even Point Calculator by @Mark | Stardance
|
Mark
|
0
|
1.11
|
0
|
[]
|
[{"post_id": 6807, "ts": "2026 [{"post_id": 6807, "ts": "2026-06-11T12:44:12Z", "hours": 1.1067, "text": "I used the javaFx Modeler to make a simple UI and linked it to my InteliJ so I can use it. It took me a little while to make the graph but I asked AI how to do it and it teached me how. It is simpler than I thought. I need to make the UI look a little bit cleaner."}]...
|
Title: Break Even Point Calculator by @Mark | Star Title: Break Even Point Calculator by @Mark | Stardance
Devlogs:
I used the javaFx Modeler to make a simple UI and linked it to my InteliJ so I can use it. It took me a little while to make the graph but I asked AI how to do it and it teached me how. It is simpler than I thought. I need to make the UI look a little bit cleaner....
|
1792781584.670953
|
1793386384.670953
|
|
2321
|
My first slack bot! by @Jubaer | Stardance
|
Jubaer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Jubaer | Stardance
|
1792569079.0601313
|
1793173879.0601313
|
|
2323
|
Project Tangent by @theycantseemeyall | Stardance
|
theycantseemeyall
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Project Tangent by @theycantseemeyall | Sta Title: Project Tangent by @theycantseemeyall | Stardance...
|
1792666487.4488199
|
1793271287.4488199
|
|
2325
|
Untitled project by @rawda_said321 | Stardance
|
rawda_said321
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @rawda_said321 | Starda Title: Untitled project by @rawda_said321 | Stardance...
|
1792576293.0943086
|
1793181093.0943086
|
|
2326
|
POLARIS by @abhishekas | Stardance
|
abhishekas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: POLARIS by @abhishekas | Stardance
|
1792554738.6747396
|
1793159538.6747396
|
|
2327
|
My awesome macropad! by @owenlovespotatoes | Stard My awesome macropad! by @owenlovespotatoes | Stardance...
|
owenlovespotatoes
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @owenlovespotatoes Title: My awesome macropad! by @owenlovespotatoes | Stardance...
|
1792730851.8533714
|
1793335651.8533714
|
|
2328
|
No Limits 2 Keyboard control pannel by @Drakon75 | No Limits 2 Keyboard control pannel by @Drakon75 | Stardance...
|
Drakon75
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: No Limits 2 Keyboard control pannel by @Dra Title: No Limits 2 Keyboard control pannel by @Drakon75 | Stardance...
|
1792673441.5472975
|
1793278241.5472975
|
|
2330
|
My awesome macropad! by @suacabsof | Stardance
|
suacabsof
|
0
|
0.31
|
0
|
[]
|
[{"post_id": 1526, "ts": "2026 [{"post_id": 1526, "ts": "2026-06-03T16:36:06Z", "hours": 0.3072, "text": "im just starting and dont know what to do"}]...
|
Title: My awesome macropad! by @suacabsof | Starda Title: My awesome macropad! by @suacabsof | Stardance
Devlogs:
im just starting and dont know what to do...
|
1792777779.434749
|
1793382579.434749
|
|
2331
|
My awesome macropad! by @Tottaly_aNoob | Stardance
|
Tottaly_aNoob
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Tottaly_aNoob | St Title: My awesome macropad! by @Tottaly_aNoob | Stardance...
|
1792810196.7213593
|
1793414996.7213593
|
|
2332
|
Sole+ by @liamthesmartboi | Stardance
|
liamthesmartboi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Sole+ by @liamthesmartboi | Stardance
|
1792784906.443934
|
1793389706.443934
|
|
2333
|
Untitled project by @mathisvelghe | Stardance
|
mathisvelghe
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @mathisvelghe | Stardan Title: Untitled project by @mathisvelghe | Stardance...
|
1792626657.868764
|
1793231457.868764
|
|
2334
|
Grumpy by @CY3er | Stardance
|
CY3er
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Grumpy by @CY3er | Stardance
|
1792712968.7220297
|
1793317768.7220297
|
|
2336
|
My awesome macropad! by @stefanpantalir | Stardanc My awesome macropad! by @stefanpantalir | Stardance...
|
stefanpantalir
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @stefanpantalir | S Title: My awesome macropad! by @stefanpantalir | Stardance...
|
1792637349.5696619
|
1793242149.5696619
|
|
2337
|
Untitled project by @lowpolyphosphorus | Stardance
|
lowpolyphosphorus
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @lowpolyphosphorus | St Title: Untitled project by @lowpolyphosphorus | Stardance...
|
1792946944.069164
|
1793810944.069164
|
|
2338
|
Project Space by @AkshithDondeti | Stardance
|
AkshithDondeti
|
0
|
8.28
|
0
|
[]
|
[{"post_id": 1717, "ts": "2026 [{"post_id": 1717, "ts": "2026-06-03T21:42:58Z", "hours": 3.5531, "text": "Added 5 new items in shop. Added a second world, made it so progress saves. Made portals between worlds for easier transportation. Made a new game pass which give you 100k in game currency. Made it so when you touch a planet you get teleported to the world it belongs to. Added multipliers up to 100x. Polished map, and added Multiply to leaderboard."}, {"post_id": 1043, "ts": "2026-06-02T20:52:17Z", "hours": 0.9256, "text": "Worked on Shop UI, made jetpack work, added more things to map, Junk can now be properly collected and it will update leaderboard. Made more UI updated, added a welcome sign with a UI decal. Lastly made it so different parts are worth different amounts of money!"}, {"post_id": 953, "ts": "2026-06-02T18:37:22Z", "hours": 0.4181, "text": "Made junk float, added a dev product. Also made some lobby improvements!!!"}, {"post_id": 915, "ts": "2026-06-02T17:33:55Z", "hours": 3.3806, "text": "A immersive Roblox game that takes you to space to help clean junk in space (Will be released for testing when basic model is completed). Still need to fix many bugs and make lobby and maps look better. More updates coming soon."}]...
|
Title: Project Space by @AkshithDondeti | Stardanc Title: Project Space by @AkshithDondeti | Stardance
Devlogs:
A immersive Roblox game that takes you to space to help clean junk in space (Will be released for testing when basic model is completed). Still need to fix many bugs and make lobby and maps look better. More updates coming soon.
Made junk float, added a dev product. Also made some lobby improvements!!!
Worked on Shop UI, made jetpack work, added more things to map, Junk can now be properly collected and it will update leaderboard. Made more UI updated, added a welcome sign with a UI decal. Lastly made it so different parts are worth different amounts of money!
Added 5 new items in shop. Added a second world, made it so progress saves. Made portals between worlds for easier transportation. Made a new game pass which give you 100k in game currency. Made it so when you touch a planet you get teleported to the world it belongs to. Added multipliers up to 100x. Polished map, and added Multiply to leaderboard....
|
1792680515.5492244
|
1793285315.5492244
|
|
2339
|
ahoj by @Davidz | Stardance
|
Davidz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ahoj by @Davidz | Stardance
|
1792767006.3868413
|
1793371806.3868413
|
|
2340
|
A password manager by @Unknown | Stardance
|
Unknown
|
0
|
0.54
|
0
|
[]
|
[{"post_id": 377, "ts": "2026- [{"post_id": 377, "ts": "2026-06-01T18:45:27Z", "hours": 0.535, "text": "I am working on a password manager using rust its still in development but its working so….."}]...
|
Title: A password manager by @Unknown | Stardance
Title: A password manager by @Unknown | Stardance
Devlogs:
I am working on a password manager using rust its still in development but its working so….....
|
1792590938.6492085
|
1793195738.6492085
|
|
2341
|
Burn by @J | Stardance
|
J
|
0
|
34.99
|
0
|
[]
|
[{"post_id": 39246, "ts": "202 [{"post_id": 39246, "ts": "2026-08-02T02:55:55Z", "hours": 3.3219, "text": "Fancy burn creation UI It’s been a while since my last devlog but I’ve made some changes to Burn! There’s a new interface for adding a burn (video attached) When not actively being played the game uses far fewer resources on your computer After clicking “Watch Replay” on the end screen there is a “Back” button to return to that screen (image attached) More new things hopefully coming soon!"}, {"post_id": 25065, "ts": "2026-07-09T00:58:06Z", "hours": 3.3681, "text": "An actual playable game! TL;DR: win conditions, score, better network stuff meaning faster loading While there is still much to improve here, you can now win (with a score) and lose! The current level that exists has a goal of “make the orbit more circular.” Here are all the possible scenarios right now: Drifting off into space, never to return! Crashing into Earth! Both of these already existed but now there’s a limited number of burns (currently 2) and when you run out you will see one of these three things happen: Mission complete! This shows your score between 0 and 1000, with the latter meaning you got your orbit to be perfectly circular. The orbit became less circular The orbit didn’t change All of these are possible now and the game can detect each one, and so you can now actually play the game and get scores! In addition to win detection, I optimized the network transfer of data so it doesn’t resend all of the position information over the internet every time, just the new stuff. This makes the game faster. If you’d like, you can try the game yourself now at https://burn.jmeow.net !"}, {"post_id": 23187, "ts": "2026-07-06T00:34:35Z", "hours": 3.2375, "text": "Lots of new things! Things in this devlog (now with bullet points and more emojis) that I did: fixed some bugs and did some refactoring so it’s easier to add stuff! loading indicators! (they show progress now!) changing burn direction! now you can fly off into space never to return explosion on earth impact! this fixes some weird stuff where you could go through the earth and when you hit the center it kind of shot off into space and broke. As always, check out the live demo at https://burn.jmeow.net and join the Slack channel #burn ! Also: any thoughts on this type of devlog? Do you like it better or worse than my other ones? (this one has more emojis and is a bit more concise) Please comment your opinion or tell me in Slack if you’d like to."}, {"post_id": 21519, "ts": "2026-07-03T15:03:53Z", "hours": 2.5589, "text": "Adding burns in the UI! I changed several things in this devlog (well really only about two). The first one is the time system. Now, under the slider, you can see the time before or after “now.” The time in the future is predicted up to 8 hours ahead for selection of when to put the next burn. You can only simulate burns in the future. The other change is that now you can add a burn to the current point selected in the future using an interface in the top right (early prototype, the ui will be different later). You type in the number of seconds the burn should last, move the time with the slider on the bottom to when you want it to start. Then you press “start burn.” It takes a second and I haven’t added a loading indicator there yet, but does do things once you click it! If you’d like to try these new changes out, go to the live demo on https://burn.jmeow.net ! Note: I am aware that you can go right through Earth and it looks weird. In the next devlog I’ll probably add an explosion when you hit Earth so this doesn’t happen. TL;DR: You can now add burns in-game and it simulates the trajectory of the spacecraft 8 hours ahead."}, {"post_id": 18744, "ts": "2026-06-29T22:43:05Z", "hours": 3.1661, "text": "A burn and some particles! I made some big changes to the backend so that the game can modify the trajectory of the orbit more, and added a burn to slow down the spacecraft! Then I also added a fancy particle effect when a burn is happening that shows the thruster in use. The changes are live on the demo website if you’d like to check it out now! Also… I’ve officially hit 20 hours of working on this project! (this is my longest hackatime project I’ve ever made lol)"}, {"post_id": 17926, "ts": "2026-06-28T21:20:35Z", "hours": 2.6353, "text": "Wheeeeeee There is now a slider to control the simulation’s time! I also added a play/pause button to watch the animation at 1000x speed. (1x is extremely slow looking) In addition I made some server-side changes to reduce re-calculating things over and over again so my server doesn’t have to work as hard and loading times can be faster. If you’d like to try the latest version out for yourself, check out the live demo at https://burn.jmeow.net !"}, {"post_id": 17000, "ts": "2026-06-27T16:09:49Z", "hours": 2.1461, "text": "3D Orbit Simulation Visualizer! I integrated the backend I made recently for calculations with the new 3D engine! The orbit calculations run using NASA’s GMAT on my Mac Mini home server, which the website then fetches data from to display on the page. If you’d like to try this out yourself, go to https://burn.jmeow.net and click Play! Note: if you are in the Hack Club Slack, join #burn for slightly more frequent updates and screenshots!"}, {"post_id": 16605, "ts": "2026-06-27T00:40:29Z", "hours": 2.1086, "text": "SPHERE MOVE YAY I have begun the 3D-ness of the game’s graphics. This is likely what Earth will look like in version 1, although I might change it eventually. Probably won’t modify too much more about the 3D engine for now because I’m about ready to start adding actual simulations! That’s for the next devlog. In the meantime you can play with my movey sphere at https://burn.jmeow.net ! Note: if you are in the Hack Club Slack (which you probably are but I know these devlogs are public) join the channel #burn for slightly more frequent updates and more screenshots!"}, {"post_id": 16310, "ts": "2026-06-26T15:23:46Z", "hours": 1.8461, "text": "In-game UI (the beginnings of it anyway) I made a design in Figma for some UI elements, and now I’m starting to implement it in my actual code. Next I will be starting a custom 3D engine for the simulations. The screenshot is the current state of the UI (the square is a placeholder)"}, {"post_id": 8920, "ts": "2026-06-14T20:54:29Z", "hours": 2.3028, "text": "Custom satellite trajectory! Turns out SPICE does not do everything I need it to after all, so I am going back to GMAT. Instead of compiling it to WebAssembly, I’m going to run calculations on my server (Maybe WASM in v2? We’ll see). The image below is my custom 3d renderer made in my last devlog adapted to work with GMAT’s output. It’s showing the path of a simulated satellite in orbit around Earth as it starts a long burn pushing it off into space. The white circle is Earth."}, {"post_id": 7036, "ts": "2026-06-11T19:56:12Z", "hours": 4.1306, "text": "Moon orbit… in a browser! TL;DR: Spent a long time researching, also decided to use the SPICE library instead of GMAT for calculations, and run SPICE on a remote server instead of the browser. Images are the path of the moon’s orbit around Earth, drawn inside a web browser(!!!) ⋆⋆⋆⋆⋆⋆⋆⋆ So it’s been kind of a while since my last devlog. The main reason for this is that I’ve been working on things that can’t be tracked with Hackatime or measured very well, such as attempting to compile things (In the terminal, not an editor) or researching on various websites. (Speaking of which, here’s a really good NASA resource I found for explaining the basics of spaceflight) I’ve decided to make some changes to how I’m going to simulate the game. Instead of using GMAT (Mentioned in previous devlogs), I’m going to use a different NASA program called SPICE. GMAT uses this internally, and SPICE is a library instead of a GUI application. Sadly, I have not yet managed to get SPICE running in a browser with WebAssembly, so I’ll be running all the calculations on a python web server. To summarize, I’m now using SPICE for calculations instead of GMAT, and running the calculations on a remote server instead of in the browser. To demonstrate that this works, I made a webpage and simple python web server that calculates and displays the orbit of the moon around Earth for 90 days. It visualizes the orbit with a custom 3D engine I’m creating for this project. Screenshots of this are attached, where the rainbow line is the path of the orbit and the white dot is Earth. (Note: my 3D engine seems to stretch things out so it doesn’t look perfectly circular. I’ll probably fix this if I include it in the real game.) ⋆⋆⋆⋆⋆⋆⋆⋆ Edit: seems like Stardance isn’t showing all the images, if you can only see the first one, please look in the comments of this devlog for links to the other two!"}, {"post_id": 1904, "ts": "2026-06-04T03:59:10Z", "hours": 1.0836, "text": "Title screen! In this update I added a title screen, as well as a small notice saying that the game is in development. This is so that when it’s deployed, people won’t get confused about why none of the buttons work on the title screen (they don’t yet). Speaking of deploying this, I put the current version on my site at https://burn.jmeow.net ! Feel free to check it out, but be aware that the buttons don’t do anything just yet. Next, I’ll probably be starting to experiment with WebAssembly and Emscripten, and try to compile NASA’s GMAT so it can run in the browser. (Don’t know what GMAT is? Read my first devlog for more about that!) (Note: the screenshot attached is not of the entire page, the text isn’t this big in the real game. I cropped out the parts that aren’t interesting.)"}, {"post_id": 1772, "ts": "2026-06-03T23:27:18Z", "hours": 1.6569, "text": "I spent all day today configuring NeoVim (my code editor) and did not get much done so far. I did set up a web app with fun things like SCSS and hot reloading, and I made a cool splash screen (attached below)! Also made a simplified to-do list, which I’ll probably add more to at some point."}, {"post_id": 1044, "ts": "2026-06-02T20:54:35Z", "hours": 1.43, "text": "Fancy space visualization things! I installed an open source piece of simulation software by NASA called GMAT (general mission analysis tool) which has a GUI and a scripting interface. (GMAT is really cool, though I sadly don’t understand much of it yet) It can output computer-readable files of where things go (among other things) and I made a demo program for reading these files (if GMAT is configured correctly) and visualizing the position of a satellite. I’m planning to compile GMAT (written in C++) to WebAssembly so I can use its capabilities inside the game, for realistic physics. For now, I’m just pre-generating output files and showing them. The image below is the path of a satellite being launched into orbit around the moon. Currently, neither the position of the earth nor the moon are shown, only the path of the satellite. The Z axis is also not shown yet, because I haven’t done much 3D graphics coding. The color represents time. Disclaimer: This is my first time doing much with outer space and physics simulations, meaning I don’t know that much about it right now. I hope to learn more about these topics as this project continues in development! TL;DR: GMAT = fancy NASA software for simulating/planning missions. I’m using GMAT for realistic simulations (currently manually, programmatically in the future). Image is of a satellite being launched into lunar orbit."}]...
|
Title: Burn by @J | Stardance
Devlogs:
Fancy spac Title: Burn by @J | Stardance
Devlogs:
Fancy space visualization things! I installed an open source piece of simulation software by NASA called GMAT (general mission analysis tool) which has a GUI and a scripting interface. (GMAT is really cool, though I sadly don’t understand much of it yet) It can output computer-readable files of where things go (among other things) and I made a demo program for reading these files (if GMAT is configured correctly) and visualizing the position of a satellite. I’m planning to compile GMAT (written in C++) to WebAssembly so I can use its capabilities inside the game, for realistic physics. For now, I’m just pre-generating output files and showing them. The image below is the path of a satellite being launched into orbit around the moon. Currently, neither the position of the earth nor the moon are shown, only the path of the satellite. The Z axis is also not shown yet, because I haven’t done much 3D graphics coding. The color represents time. Disclaimer: This is my first time doing much with outer space and physics simulations, meaning I don’t know that much about it right now. I hope to learn more about these topics as this project continues in development! TL;DR: GMAT = fancy NASA software for simulating/planning missions. I’m using GMAT for realistic simulations (currently manually, programmatically in the future). Image is of a satellite being launched into lunar orbit.
I spent all day today configuring NeoVim (my code editor) and did not get much done so far. I did set up a web app with fun things like SCSS and hot reloading, and I made a cool splash screen (attached below)! Also made a simplified to-do list, which I’ll probably add more to at some point.
Title screen! In this update I added a title screen, as well as a small notice saying that the game is in development. This is so that when it’s deployed, people won’t get confused about why none of the buttons work on the title screen (they don’t yet). Speaking of deploying this, I put the current version on my site at https://burn.jmeow.net ! Feel free to check it out, but be aware that the buttons don’t do anything just yet. Next, I’ll probably be starting to experiment with WebAssembly and Emscripten, and try to compile NASA’s GMAT so it can run in the browser. (Don’t know what GMAT is? Read my first devlog for more about that!) (Note: the screenshot attached is not of the entire page, the text isn’t this big in the real game. I cropped out the parts that aren’t interesting.)
Moon orbit… in a browser! TL;DR: Spent a long time researching, also decided to use the SPICE library instead of GMAT for calculations, and run SPICE on a remote server instead of the browser. Images are the path of the moon’s orbit around Earth, drawn inside a web browser(!!!) ⋆⋆⋆⋆⋆⋆⋆⋆ So it’s been kind of a while since my last devlog. The main reason for this is that I’ve been working on things that can’t be tracked with Hackatime or measured very well, such as attempting to compile things (In the terminal, not an editor) or researching on various websites. (Speaking of which, here’s a really good NASA resource I found for explaining the basics of spaceflight) I’ve decided to make some changes to how I’m going to simulate the game. Instead of using GMAT (Mentioned in previous devlogs), I’m going to use a different NASA program called SPICE. GMAT uses this internally, and SPICE is a library instead of a GUI application. Sadly, I have not yet managed to get SPICE running in a browser with WebAssembly, so I’ll be running all the calculations on a python web server. To summarize, I’m now using SPICE for calculations instead of GMAT, and running the calculations on a remote server instead of in the browser. To demonstrate that this works, I made a webpage and simple python web server that calculates and displays the orbit of the moon around Earth for 90 days. It visualizes the orbit with a custom 3D engine I’m creating for this project. Screenshots of this are attached, where the rainbow line is the path of the orbit and the white dot is Earth. (Note: my 3D engine seems to stretch things out so it doesn’t look perfectly circular. I’ll probably fix this if I include it in the real game.) ⋆⋆⋆⋆⋆⋆⋆⋆ Edit: seems like Stardance isn’t showing all the images, if you can only see the first one, please look in the comments of this devlog for links to the other two!
Custom satellite trajectory! Turns out SPICE does not do everything I need it to after all, so I am going back to GMAT. Instead of compiling it to WebAssembly, I’m going to run calculations on my server (Maybe WASM in v2? We’ll see). The image below is my custom 3d renderer made in my last devlog adapted to work with GMAT’s output. It’s showing the path of a simulated satellite in orbit around Earth as it starts a long burn pushing it off into space. The white circle is Earth.
In-game UI (the beginnings of it anyway) I made a design in Figma for some UI elements, and now I’m starting to implement it in my actual code. Next I will be starting a custom 3D engine for the simulations. The screenshot is the current state of the UI (the square is a placeholder)
SPHERE MOVE YAY I have begun the 3D-ness of the game’s graphics. This is likely what Earth will look like in version 1, although I might change it eventually. Probably won’t modify too much more about the 3D engine for now because I’m about ready to start adding actual simulations! That’s for the next devlog. In the meantime you can play with my movey sphere at https://burn.jmeow.net ! Note: if you are in the Hack Club Slack (which you probably are but I know these devlogs are public) join the channel #burn for slightly more frequent updates and more screenshots!
3D Orbit Simulation Visualizer! I integrated the backend I made recently for calculations with the new 3D engine! The orbit calculations run using NASA’s GMAT on my Mac Mini home server, which the website then fetches data from to display on the page. If you’d like to try this out yourself, go to https://burn.jmeow.net and click Play! Note: if you are in the Hack Club Slack, join #burn for slightly more frequent updates and screenshots!
Wheeeeeee There is now a slider to control the simulation’s time! I also added a play/pause button to watch the animation at 1000x speed. (1x is extremely slow looking) In addition I made some server-side changes to reduce re-calculating things over and over again so my server doesn’t have to work as hard and loading times can be faster. If you’d like to try the latest version out for yourself, check out the live demo at https://burn.jmeow.net !
A burn and some particles! I made some big changes to the backend so that the game can modify the trajectory of the orbit more, and added a burn to slow down the spacecraft! Then I also added a fancy particle effect when a burn is happening that shows the thruster in use. The changes are live on the demo website if you’d like to check it out now! Also… I’ve officially hit 20 hours of working on this project! (this is my longest hackatime project I’ve ever made lol)
Adding burns in the UI! I changed several things in this devlog (well really only about two). The first one is the time system. Now, under the slider, you can see the time before or after “now.” The time in the future is predicted up to 8 hours ahead for selection of when to put the next burn. You can only simulate burns in the future. The other change is that now you can add a burn to the current point selected in the future using an interface in the top right (early prototype, the ui will be different later). You type in the number of seconds the burn should last, move the time with the slider on the bottom to when you want it to start. Then you press “start burn.” It takes a second and I haven’t added a loading indicator there yet, but does do things once you click it! If you’d like to try these new changes out, go to the live demo on https://burn.jmeow.net ! Note: I am aware that you can go right through Earth and it looks weird. In the next devlog I’ll probably add an explosion when you hit Earth so this doesn’t happen. TL;DR: You can now add burns in-game and it simulates the trajectory of the spacecraft 8 hours ahead.
Lots of new things! Things in this devlog (now with bullet points and more emojis) that I did: fixed some bugs and did some refactoring so it’s easier to add stuff! loading indicators! (they show progress now!) changing burn direction! now you can fly off into space never to return explosion on earth impact! this fixes some weird stuff where you could go through the earth and when you hit the center it kind of shot off into space and broke. As always, check out the live demo at https://burn.jmeow.net and join the Slack channel #burn ! Also: any thoughts on this type of devlog? Do you like it better or worse than my other ones? (this one has more emojis and is a bit more concise) Please comment your opinion or tell me in Slack if you’d like to.
An actual playable game! TL;DR: win conditions, score, better network stuff meaning faster loading While there is still much to improve here, you can now win (with a score) and lose! The current level that exists has a goal of “make the orbit more circular.” Here are all the possible scenarios right now: Drifting off into space, never to return! Crashing into Earth! Both of these already existed but now there’s a limited number of burns (currently 2) and when you run out you will see one of these three things happen: Mission complete! This shows your score between 0 and 1000, with the latter meaning you got your orbit to be perfectly circular. The orbit became less circular The orbit didn’t change All of these are possible now and the game can detect each one, and so you can now actually play the game and get scores! In addition to win detection, I optimized the network transfer of data so it doesn’t resend all of the position information over the internet every time, just the new stuff. This makes the game faster. If you’d like, you can try the game yourself now at https://burn.jmeow.net !
Fancy burn creation UI It’s been a while since my last devlog but I’ve made some changes to Burn! There’s a new interface for adding a burn (video attached) When not actively being played the game uses far fewer resources on your computer After clicking “Watch Replay” on the end screen there is a “Back” button to return to that screen (image attached) More new things hopefully coming soon!...
|
1792562038.4712696
|
1793166838.4712696
|
|
2342
|
My awesome macropad! by @tuner | Stardance
|
tuner
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @tuner | Stardance
|
1792507924.022946
|
1793112724.022946
|
|
2343
|
Healthyme by @Wendy1 | Stardance
|
Wendy1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Healthyme by @Wendy1 | Stardance
|
1792586975.348515
|
1793191775.348515
|
|
2344
|
My awesome macropad! by @test | Stardance
|
test
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @test | Stardance
|
1792547734.695363
|
1793152534.695363
|
|
2345
|
Untitled project by @LordEvan | Stardance
|
LordEvan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @LordEvan | Stardance
|
1792612455.0585322
|
1793217255.0585322
|
|
2346
|
Wled Lamp by @Siddham | Stardance
|
Siddham
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Wled Lamp by @Siddham | Stardance
|
1792622906.6841452
|
1793227706.6841452
|
|
2347
|
SPC 3000 by @DanieleM | Stardance
|
DanieleM
|
0
|
9.73
|
0
|
[]
|
[{"post_id": 28460, "ts": "202 [{"post_id": 28460, "ts": "2026-07-14T18:29:14Z", "hours": 9.4242, "text": "👽 Survival PC 3000 Devlog #1 👽 Hello stardancers, It’s been a while since my last devlog, however I’ve got a good excuse: my highschool finals took away all my free time for about 2 weeks.😢😢 Anyways, I’m posting to inform y’all that I finally completed the 3D model of the pip-boy chassis for my post-apocalyptic forearm pc!!😁 I had to heavily modify all the original parts from the model I found online . Here is a breakdown of what I changed: Enlarged button holes: because the model I used for base was made to fit a phone in, I had to widen the holes in front on the case and remove some details, so as to fit the buttons under the display; Stretched case parts: the case didn’t have enought space for all the hardware (as it was made to fit a phone inside), therefore I had to copy-paste different parts to create some more space; Added hardware compartment: my first model came out ridiculous (the case sticked out 6cm from the bracelet) therefore I decided to divide the hardware in 2 compartments: Foward compartment : with the raspberry, display, adafruit power boost/amplifier, radio module, RTC module, analogic knob/wheel, buttons and speaker; Back compartment :with the heaviest and biggest pieces (the geiger counter module and the 2 batteries); to connect the two compartments I created a hole in the front case and a tunnel in the back part of the bracelet(in white) near the hinge. Added/modified holes: at the end I created and modified some holes in order to fit some M3 and M2 screws, in order to reinforce the hole structure.💪🏻💪🏻💪🏻 I made this model in tinkercad and to make sure everything fits I created some blocky test shapes of the hardware parts, and I used some thingiverse 3d models for the M3 and M2 screws. The entire 3D model is 186x198x159 millimeters.🫠🫠 It’s a BIG BOY , but it shouldn’t weight too much. My next step will be programming the software for my Survival-PC, starting with the opening sequence.╰( °▽° )╯ See you soon, @DanieleM"}, {"post_id": 7947, "ts": "2026-06-13T08:02:43Z", "hours": 0.3089, "text": "I made a list of all the components needed for my project."}]...
|
Title: SPC 3000 by @DanieleM | Stardance
Devlogs: Title: SPC 3000 by @DanieleM | Stardance
Devlogs:
I made a list of all the components needed for my project.
👽 Survival PC 3000 Devlog #1 👽 Hello stardancers, It’s been a while since my last devlog, however I’ve got a good excuse: my highschool finals took away all my free time for about 2 weeks.😢😢 Anyways, I’m posting to inform y’all that I finally completed the 3D model of the pip-boy chassis for my post-apocalyptic forearm pc!!😁 I had to heavily modify all the original parts from the model I found online . Here is a breakdown of what I changed: Enlarged button holes: because the model I used for base was made to fit a phone in, I had to widen the holes in front on the case and remove some details, so as to fit the buttons under the display; Stretched case parts: the case didn’t have enought space for all the hardware (as it was made to fit a phone inside), therefore I had to copy-paste different parts to create some more space; Added hardware compartment: my first model came out ridiculous (the case sticked out 6cm from the bracelet) therefore I decided to divide the hardware in 2 compartments: Foward compartment : with the raspberry, display, adafruit power boost/amplifier, radio module, RTC module, analogic knob/wheel, buttons and speaker; Back compartment :with the heaviest and biggest pieces (the geiger counter module and the 2 batteries); to connect the two compartments I created a hole in the front case and a tunnel in the back part of the bracelet(in white) near the hinge. Added/modified holes: at the end I created and modified some holes in order to fit some M3 and M2 screws, in order to reinforce the hole structure.💪🏻💪🏻💪🏻 I made this model in tinkercad and to make sure everything fits I created some blocky test shapes of the hardware parts, and I used some thingiverse 3d models for the M3 and M2 screws. The entire 3D model is 186x198x159 millimeters.🫠🫠 It’s a BIG BOY , but it shouldn’t weight too much. My next step will be programming the software for my Survival-PC, starting with the opening sequence.╰( °▽° )╯ See you soon, @DanieleM...
|
1792644626.598538
|
1793249426.598538
|
|
2348
|
My awesome macropad! by @Mussab | Stardance
|
Mussab
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Mussab | Stardance
|
1792479008.1445854
|
1793083808.1445854
|
|
2349
|
Colour the Cell! by @Ishmael_Is_Goated | Stardance
|
Ishmael_Is_Goated
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Colour the Cell! by @Ishmael_Is_Goated | St Title: Colour the Cell! by @Ishmael_Is_Goated | Stardance...
|
1792756474.7098718
|
1793361274.7098718
|
|
2350
|
My first slack bot! by @yazhini16_ahil | Stardance
|
yazhini16_ahil
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @yazhini16_ahil | St Title: My first slack bot! by @yazhini16_ahil | Stardance...
|
1792796021.9188058
|
1793400821.9188058
|
|
2352
|
Slackbot for da memes by @iWombat | Stardance
|
iWombat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Slackbot for da memes by @iWombat | Stardan Title: Slackbot for da memes by @iWombat | Stardance...
|
1792561763.6065257
|
1793166563.6065257
|
|
2354
|
DespertaShock by @jupeme6 | Stardance
|
jupeme6
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DespertaShock by @jupeme6 | Stardance
|
1792882479.6831336
|
1793746479.6831336
|
|
2355
|
My awesome macropad! by @AshleshaM | Stardance
|
AshleshaM
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @AshleshaM | Starda Title: My awesome macropad! by @AshleshaM | Stardance...
|
1792518561.9507687
|
1793123361.9507687
|
|
2356
|
Healthyme by @Wendy1 | Stardance
|
Wendy1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Healthyme by @Wendy1 | Stardance
|
1792795924.6717205
|
1793400724.6717205
|
|
2357
|
Untitled by @Sky | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Sky | Stardance
|
1792590722.2444947
|
1793195522.2444947
|
|
2358
|
Macropad by @Indian5000 | Stardance
|
Indian5000
|
0
|
0.3
|
0
|
[]
|
[{"post_id": 447, "ts": "2026- [{"post_id": 447, "ts": "2026-06-01T21:34:14Z", "hours": 0.3025, "text": "Macropad Initial Development(No code yet)"}]...
|
Title: Macropad by @Indian5000 | Stardance
Devlog Title: Macropad by @Indian5000 | Stardance
Devlogs:
Macropad Initial Development(No code yet)...
|
1792529429.6987367
|
1793134229.6987367
|
|
2359
|
Wifi/NFC Door Code Lock by @AydenFauteaux | Starda Wifi/NFC Door Code Lock by @AydenFauteaux | Stardance...
|
AydenFauteaux
|
0
|
2.23
|
0
|
[]
|
[{"post_id": 2779, "ts": "2026 [{"post_id": 2779, "ts": "2026-06-05T16:10:40Z", "hours": 1.5778, "text": "Im ready to make a bench test the code is finished and i will be updating you when I run into problems"}, {"post_id": 1688, "ts": "2026-06-03T20:50:00Z", "hours": 0.3703, "text": "I finished the code for the arduino uno and now i am ready to test the real product! i put it into wokwi to test digitaly than i will test with real arduinos!"}, {"post_id": 1559, "ts": "2026-06-03T17:25:15Z", "hours": 0.2842, "text": "I am currently making the esp32 code getting the app ui working and i just got the uno to recieve the commands from the esp32"}]...
|
Title: Wifi/NFC Door Code Lock by @AydenFauteaux | Title: Wifi/NFC Door Code Lock by @AydenFauteaux | Stardance
Devlogs:
I am currently making the esp32 code getting the app ui working and i just got the uno to recieve the commands from the esp32
I finished the code for the arduino uno and now i am ready to test the real product! i put it into wokwi to test digitaly than i will test with real arduinos!
Im ready to make a bench test the code is finished and i will be updating you when I run into problems...
|
1792489791.9076054
|
1793094591.9076054
|
|
2360
|
My first slack bot! by @hughmann | Stardance
|
hughmann
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @hughmann | Stardanc Title: My first slack bot! by @hughmann | Stardance...
|
1792713037.4989154
|
1793317837.4989154
|
|
2361
|
Just a Calendar by @vittal_bigamudra | Stardance
|
vittal_bigamudra
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Just a Calendar by @vittal_bigamudra | Star Title: Just a Calendar by @vittal_bigamudra | Stardance...
|
1792616036.7300596
|
1793220836.7300596
|
|
2362
|
Keyboard Substitution Program by @MaybeMae | Stard Keyboard Substitution Program by @MaybeMae | Stardance...
|
MaybeMae
|
0
|
47.49
|
0
|
[]
|
[{"post_id": 77949, "ts": "202 [{"post_id": 77949, "ts": "2026-10-08T22:34:25Z", "hours": 10.8767, "text": "Devlog 11- Mae here! The wiring for all the inputs as gone through its first pass! . It doesnt work… . Somewhere, in that mess of wiring, was a short circuit. I had no idea where it could be or why it was happening. My current best theory is that I needed a diode between the main power bus and the power for the potentiometers on the joystick and throttle. . I am currently working on a fix for it, and once I have the primary flight inputs (joystick, throttle, stability assist) wired up it shouldn’t take nearly as long to wire the secondary flight controls, and the displays."}, {"post_id": 73761, "ts": "2026-09-25T21:34:32Z", "hours": 4.5992, "text": "Devlog 10- Mae again! The top cover is completely assembled (except for the displays)! Now, I can start the process of printing the bottom case and doing final integration to get the controller to talk to KSP. . Additionally, the second circuit board is finished! Unfortunately, now the first circuit board is broken… Im thinking about scrapping the circuit board idea entirely and connecting each button to its own pin on the arduino. . It’s the final strech now to get it done and shipped, but i think i can do it!"}, {"post_id": 71921, "ts": "2026-09-21T19:34:57Z", "hours": 3.1833, "text": "TW: Awful circuit design, electrical engineers beware . Devlog 9- Mae here! “I’ll post the next devlog tonight” she said, blissfully unaware of everything related to circuit design… . The good news is the first circuit board is finished! Below is the mess of wires and diodes that come together to let (some of) the buttons on the controller talk to the arduino! This board specifically lets the 10 individual SAS modes be controlled by their own buttons, while only needing 6 output wires! This saves on ports on the arduino, making the programming much easier. . Creating this board was a huge pain, but now that I know what to do, the next one should be quicker. After that, all thats needed is to print the outer shell, wire everything up. and do the last little bit of integration programming. I know I’m running very short on time, so I’ve laid out a schedule for myself, and as long as the next circuit board doesnt take 4 days I should be fine!"}, {"post_id": 69885, "ts": "2026-09-18T00:22:37Z", "hours": 5.1431, "text": "Devlog 8 - Mae here! The first real piece of the controller is “finished”! Below is the first revision of the top cover of the controller, fully CNCed, painted, and laser engraved! It doesn’t look so great (for reasons I’ll get into later), but it lets me start assembly, as the cover can be swapped out later! . Okay, so first things first, the text looks bad. I am (very) aware of this, and the issue stems from one mistake I made when planning. In my infinite wisdom, I decided it would be a good idea to laser engrave a perfectly white object….. As you can imagine, it failed to cut proper;y, so I had to do a very high power pass, making the text look sloppy. Additionally, between the first and second passes, I inadvertently bumped the laser head, making the text ofset from where it should be. . To fix this, the next version (already in the works) will engrave the text on the CNC mill. This should provide a much better color and better contrast for the text, as well as removing any issue with the text being offset. . Finally, while the second cover is being machined, I’ve started work creating the circuit boards which connect the buttons to the arduinos! I procrastinated on this devlog a little, so that devlog will be coming later tonight!"}, {"post_id": 64770, "ts": "2026-09-09T12:52:33Z", "hours": 9.1317, "text": "Devlog 7 - Mae here! My apologies for the (very) large delay, I was caught up in some other responsibilities. That doesn’t mean nothing got done, though. In fact, two huge parts have been finished! . First, all of the parts have arrived, and I have finished machining the top cover! Now, all the top cover needs is a coat of paint and some laser engraving of the text, then assembly can begin! . Second, I’ve FINALLY got the displays to work! Below is a video of one of the controller’s display “banks”, displaying the rocket’s altitude, and updating it in real time! There is just a small bit of code left to integrate the two other display banks."}, {"post_id": 25093, "ts": "2026-07-09T02:24:28Z", "hours": 2.7333, "text": "Devlog 6 - Mae here! I spent today implementing a slider for throttle control. In theory, it should have been an easy task, no more than 45 minutes. Unfortunately, unlike the potentiometers on the joystick, the slider’s potentiometer was not linear. That meant moving the slider half way increased the throttle to 75%, making using it very unintuitive. So i had to spend quite a bit of time figuring out how to work around it. . Below is a video of my first actual flight using the “controller”. It’s quite intuitive, but I’m not the best pilot lol. . Up next, I’m designing a small case to mount the throttle, stick, and a few buttons. Hopefully this should be the first actual prototype of the controller, which should be very nice to see."}, {"post_id": 24446, "ts": "2026-07-08T00:31:13Z", "hours": 3.2119, "text": "Devlog 5 - Mae here! I’m back! i’m sorry for my absence, it took quite a while for the parts to get here, and they arrived the day I left for vacation. But anyways… . IT WORKS!!! I have now successfully connected a joystick to the system, allowing actual control of a spacecraft in flight! Its actually quite simple too, the code just takes the values from 3 potentiometers mounted in the joystick, remaps the values to be in a range the game can read, and packages them into a message for the Kerbal SimPit mod. The message is then sent to the mod, where it reads it and commands the vessel to turn by the amount specified in the message. It took a while to understand how messages actually work, but i think i get it now. . Next up, I will be implementing data output using a 14 segment display module. Once that’s done, full scale prototyping can begin, using several arduinos at once to control most of the game. And then, once all the parts arrive, the final construction can happen. About half of the required parts have been ordered so afar, so this shouldn’t be too long from now."}, {"post_id": 2031, "ts": "2026-06-04T09:53:56Z", "hours": 3.1547, "text": "Devlog 4 - Mae here! I finished the layout for the controller! It has every button I use in KSP, including all 10 SAS modes, all 10 Action Groups, quick save and load, and so on. The joystick has a button next to it to transition between rotational and translational control, which should make docking so much more interesting. Next up: ordering the parts! . PS; sorry for not getting much work done yesterday, I got distracted playing ksp lol"}, {"post_id": 1199, "ts": "2026-06-03T01:42:42Z", "hours": 0.7453, "text": "Devlog 3- Mae here! IT WORKS! I can now register inputs from external “controllers” (if you want to call one button a controller). This was one of the biggest hurdles I foresaw when I was coming up with the idea for this project, so its success is a great sign for the future. It only took me 3 hours of coding (mostly staring at the docs)! . PS: I know it says I only logged 44 minutes. Guess who forgot to click record on lapse. (its me, i forgot to hit record :C)"}, {"post_id": 642, "ts": "2026-06-02T04:57:59Z", "hours": 3.55, "text": "Devlog 2- Hi again! Mae here! I realized this project cant continue if i cant get inputs and outputs from KSP, so i went ahead and spent about an hour and a half setting up all of the basic configs to get Kerbal Simpit to run. Below is a video of one of the basic test programs running on my arduino uno, receving altitude data from the game. It works! (it only took me till 1 am…) . PS: I’ve made some progress on the controller layout too, but its not in enough of a finished state to show it"}, {"post_id": 433, "ts": "2026-06-01T20:44:17Z", "hours": 1.1619, "text": "Devlog 1- Hi! I’m Mae, I absolutely love the game KSP (Kerbal Space Program), and have been considering making a custom controller for a while. This is gonna be kind of a yap session because I want to set the scene for later devlogs, so I apologize in advance. . I’ve already put together a basic parts list, and am finishing up 3d models of all the basic components (see below). Once all the components are modeled, I’ll start drafting a 3d model for the top cover based on some concept drawings (I seem to have misplaced them, sorry :C ), and then once I’m happy with it, I’ll order the parts and start with the programming. . To actually interface with the game, I’ll be using the Kerbal SimPit Revamped Mod, and the whole controller will be run off of several arduino boards (the details for this section will be worked out more once the controller is built). . The plan for the controller is pretty simple: . Construction- The base construction of the controller will be quite simple. It will be in a 3d printed PETG case. The top cover will be a black ABS sheet, with holes for the buttons and switches CNCed out. The sheet will then be spray painted white, and finally a laser cutter will do some quick passes over the sheet to burn away the paint and create labels for all the inputs. . Input- Use one joystick for rotation/translation, big button with covering for staging, probably the same button but red for abort, latching blue switches for toggles, keyboard keys for momentary switches, and keylock switches to lock out throttle/ joystick to prevent accidental input as well as act as the power switch (bc who doesn’t love the feeling of turning on a device with a switch) The lights in the latching switches are (thankfully) not controlled by the button itself. This gives them the added benefit of being able to update themselves when switching to a different vessel, with different settings enabled on it. . Display- Have 3-4 rows of 7 or 14 segment displays showing mission information (apoapsis, velocity, altitude, delta v remaining, etc.) The displays have different modes that show different information , swapped using buttons (ie. orbital, surface/landing, rendezvous/docking, and maneuver information) One or two additional displays would be nice to keep time warp info separate, but not strictly required. The coolest idea (but also the most expensive and difficult to program) would be to have a small display to show the navball and/or the current orbit visually. . Thanks for reading my first, and hopefully not my last, devlog!"}]...
|
Title: Keyboard Substitution Program by @MaybeMae Title: Keyboard Substitution Program by @MaybeMae | Stardance
Devlogs:
Devlog 1- Hi! I’m Mae, I absolutely love the game KSP (Kerbal Space Program), and have been considering making a custom controller for a while. This is gonna be kind of a yap session because I want to set the scene for later devlogs, so I apologize in advance. . I’ve already put together a basic parts list, and am finishing up 3d models of all the basic components (see below). Once all the components are modeled, I’ll start drafting a 3d model for the top cover based on some concept drawings (I seem to have misplaced them, sorry :C ), and then once I’m happy with it, I’ll order the parts and start with the programming. . To actually interface with the game, I’ll be using the Kerbal SimPit Revamped Mod, and the whole controller will be run off of several arduino boards (the details for this section will be worked out more once the controller is built). . The plan for the controller is pretty simple: . Construction- The base construction of the controller will be quite simple. It will be in a 3d printed PETG case. The top cover will be a black ABS sheet, with holes for the buttons and switches CNCed out. The sheet will then be spray painted white, and finally a laser cutter will do some quick passes over the sheet to burn away the paint and create labels for all the inputs. . Input- Use one joystick for rotation/translation, big button with covering for staging, probably the same button but red for abort, latching blue switches for toggles, keyboard keys for momentary switches, and keylock switches to lock out throttle/ joystick to prevent accidental input as well as act as the power switch (bc who doesn’t love the feeling of turning on a device with a switch) The lights in the latching switches are (thankfully) not controlled by the button itself. This gives them the added benefit of being able to update themselves when switching to a different vessel, with different settings enabled on it. . Display- Have 3-4 rows of 7 or 14 segment displays showing mission information (apoapsis, velocity, altitude, delta v remaining, etc.) The displays have different modes that show different information , swapped using buttons (ie. orbital, surface/landing, rendezvous/docking, and maneuver information) One or two additional displays would be nice to keep time warp info separate, but not strictly required. The coolest idea (but also the most expensive and difficult to program) would be to have a small display to show the navball and/or the current orbit visually. . Thanks for reading my first, and hopefully not my last, devlog!
Devlog 2- Hi again! Mae here! I realized this project cant continue if i cant get inputs and outputs from KSP, so i went ahead and spent about an hour and a half setting up all of the basic configs to get Kerbal Simpit to run. Below is a video of one of the basic test programs running on my arduino uno, receving altitude data from the game. It works! (it only took me till 1 am…) . PS: I’ve made some progress on the controller layout too, but its not in enough of a finished state to show it
Devlog 3- Mae here! IT WORKS! I can now register inputs from external “controllers” (if you want to call one button a controller). This was one of the biggest hurdles I foresaw when I was coming up with the idea for this project, so its success is a great sign for the future. It only took me 3 hours of coding (mostly staring at the docs)! . PS: I know it says I only logged 44 minutes. Guess who forgot to click record on lapse. (its me, i forgot to hit record :C)
Devlog 4 - Mae here! I finished the layout for the controller! It has every button I use in KSP, including all 10 SAS modes, all 10 Action Groups, quick save and load, and so on. The joystick has a button next to it to transition between rotational and translational control, which should make docking so much more interesting. Next up: ordering the parts! . PS; sorry for not getting much work done yesterday, I got distracted playing ksp lol
Devlog 5 - Mae here! I’m back! i’m sorry for my absence, it took quite a while for the parts to get here, and they arrived the day I left for vacation. But anyways… . IT WORKS!!! I have now successfully connected a joystick to the system, allowing actual control of a spacecraft in flight! Its actually quite simple too, the code just takes the values from 3 potentiometers mounted in the joystick, remaps the values to be in a range the game can read, and packages them into a message for the Kerbal SimPit mod. The message is then sent to the mod, where it reads it and commands the vessel to turn by the amount specified in the message. It took a while to understand how messages actually work, but i think i get it now. . Next up, I will be implementing data output using a 14 segment display module. Once that’s done, full scale prototyping can begin, using several arduinos at once to control most of the game. And then, once all the parts arrive, the final construction can happen. About half of the required parts have been ordered so afar, so this shouldn’t be too long from now.
Devlog 6 - Mae here! I spent today implementing a slider for throttle control. In theory, it should have been an easy task, no more than 45 minutes. Unfortunately, unlike the potentiometers on the joystick, the slider’s potentiometer was not linear. That meant moving the slider half way increased the throttle to 75%, making using it very unintuitive. So i had to spend quite a bit of time figuring out how to work around it. . Below is a video of my first actual flight using the “controller”. It’s quite intuitive, but I’m not the best pilot lol. . Up next, I’m designing a small case to mount the throttle, stick, and a few buttons. Hopefully this should be the first actual prototype of the controller, which should be very nice to see.
Devlog 7 - Mae here! My apologies for the (very) large delay, I was caught up in some other responsibilities. That doesn’t mean nothing got done, though. In fact, two huge parts have been finished! . First, all of the parts have arrived, and I have finished machining the top cover! Now, all the top cover needs is a coat of paint and some laser engraving of the text, then assembly can begin! . Second, I’ve FINALLY got the displays to work! Below is a video of one of the controller’s display “banks”, displaying the rocket’s altitude, and updating it in real time! There is just a small bit of code left to integrate the two other display banks.
Devlog 8 - Mae here! The first real piece of the controller is “finished”! Below is the first revision of the top cover of the controller, fully CNCed, painted, and laser engraved! It doesn’t look so great (for reasons I’ll get into later), but it lets me start assembly, as the cover can be swapped out later! . Okay, so first things first, the text looks bad. I am (very) aware of this, and the issue stems from one mistake I made when planning. In my infinite wisdom, I decided it would be a good idea to laser engrave a perfectly white object….. As you can imagine, it failed to cut proper;y, so I had to do a very high power pass, making the text look sloppy. Additionally, between the first and second passes, I inadvertently bumped the laser head, making the text ofset from where it should be. . To fix this, the next version (already in the works) will engrave the text on the CNC mill. This should provide a much better color and better contrast for the text, as well as removing any issue with the text being offset. . Finally, while the second cover is being machined, I’ve started work creating the circuit boards which connect the buttons to the arduinos! I procrastinated on this devlog a little, so that devlog will be coming later tonight!
TW: Awful circuit design, electrical engineers beware . Devlog 9- Mae here! “I’ll post the next devlog tonight” she said, blissfully unaware of everything related to circuit design… . The good news is the first circuit board is finished! Below is the mess of wires and diodes that come together to let (some of) the buttons on the controller talk to the arduino! This board specifically lets the 10 individual SAS modes be controlled by their own buttons, while only needing 6 output wires! This saves on ports on the arduino, making the programming much easier. . Creating this board was a huge pain, but now that I know what to do, the next one should be quicker. After that, all thats needed is to print the outer shell, wire everything up. and do the last little bit of integration programming. I know I’m running very short on time, so I’ve laid out a schedule for myself, and as long as the next circuit board doesnt take 4 days I should be fine!
Devlog 10- Mae again! The top cover is completely assembled (except for the displays)! Now, I can start the process of printing the bottom case and doing final integration to get the controller to talk to KSP. . Additionally, the second circuit board is finished! Unfortunately, now the first circuit board is broken… Im thinking about scrapping the circuit board idea entirely and connecting each button to its own pin on the arduino. . It’s the final strech now to get it done and shipped, but i think i can do it!
Devlog 11- Mae here! The wiring for all the inputs as gone through its first pass! . It doesnt work… . Somewhere, in that mess of wiring, was a short circuit. I had no idea where it could be or why it was happening. My current best theory is that I needed a diode between the main power bus and the power for the potentiometers on the joystick and throttle. . I am currently working on a fix for it, and once I have the primary flight inputs (joystick, throttle, stability assist) wired up it shouldn’t take nearly as long to wire the secondary flight controls, and the displays....
|
1792522409.2285023
|
1793127209.2285023
|
|
2363
|
My awesome macropad! by @Gaby | Stardance
|
Gaby
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Gaby | Stardance
|
1792684186.5203226
|
1793288986.5203226
|
|
2364
|
Helix by @sidd | Stardance
|
sidd
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 14453, "ts": "202 [{"post_id": 14453, "ts": "2026-06-23T16:08:31Z", "hours": 0.0, "text": "Go t the parts!"}]...
|
Title: Helix by @sidd | Stardance
Devlogs:
Go t t Title: Helix by @sidd | Stardance
Devlogs:
Go t the parts!...
|
1792943555.4738302
|
1793807555.4738302
|
|
2365
|
badass macropad! by @devansmell | Stardance
|
devansmell
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: badass macropad! by @devansmell | Stardance
|
1792713077.3618782
|
1793317877.3618782
|
|
2366
|
My awesome macropad! by @antoninvallonazoulay | St My awesome macropad! by @antoninvallonazoulay | Stardance...
|
antoninvallonazoulay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @antoninvallonazoul Title: My awesome macropad! by @antoninvallonazoulay | Stardance...
|
1792749242.8562744
|
1793354042.8562744
|
|
2367
|
Jarvis by @meeran | Stardance
|
meeran
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Jarvis by @meeran | Stardance
|
1792731312.7405872
|
1793336112.7405872
|