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Untitled by @Niko | Stardance
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Title: Untitled by @Niko | Stardance
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1792795923.8212438
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Title: Untitled by @Niko | Stardance
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1792731013.8275313
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Slick Stats++ by @Niko | Stardance
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Niko
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0
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1.08
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0
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[]
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[{"post_id": 100, "ts": "2026- [{"post_id": 100, "ts": "2026-05-31T18:38:24Z", "hours": 1.0808, "text": "Started work on the oauth handler (which needs to be dropped since bash scripts aren’t great at handling this) Also worked on the install script which will hopefully drop the oauth handler Misc stuff as well (slack bot templating, etc.)"}]...
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Title: Slick Stats++ by @Niko | Stardance
Devlogs Title: Slick Stats++ by @Niko | Stardance
Devlogs:
Started work on the oauth handler (which needs to be dropped since bash scripts aren’t great at handling this) Also worked on the install script which will hopefully drop the oauth handler Misc stuff as well (slack bot templating, etc.)...
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Darkness within by @ANSH_SHUKLA | Stardance
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ANSH_SHUKLA
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0
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0
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[]
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[]
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Title: Darkness within by @ANSH_SHUKLA | Stardance
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1792558356.4038002
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Untitled project by @ben | Stardance
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ben
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[]
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Title: Untitled project by @ben | Stardance
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1792504195.5109708
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228
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Foldup, scissor-lift, cross-cantilever 3D printer Foldup, scissor-lift, cross-cantilever 3D printer by @kai | Stardance...
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kai
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1.24
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0
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[]
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[{"post_id": 7731, "ts": "2026 [{"post_id": 7731, "ts": "2026-06-12T22:03:42Z", "hours": 1.2369, "text": "Hello World :D"}]...
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Title: Foldup, scissor-lift, cross-cantilever 3D p Title: Foldup, scissor-lift, cross-cantilever 3D printer by @kai | Stardance
Devlogs:
Hello World :D...
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WarioWare Game by @ | Stardance
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Title: WarioWare Game by @ | Stardance
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AntiMatter by @Mr-Milky-Way | Stardance
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Mr-Milky-Way
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0
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13.52
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0
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[]
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[{"post_id": 37443, "ts": "202 [{"post_id": 37443, "ts": "2026-07-30T05:58:52Z", "hours": 13.5156, "text": "Welp it happened again, Signed up for a hack club event then forgot about it till I was already past 10 hours on multiple projects Anyways, This is a game engine made for a FPV drone sim and that will work on windows and linux, It’s the first thing of the sort I’ve done, I don’t really have a plan I’m just making it up as I go. I started out with creating a system that would make a window with glfw and then would run some loops to process logic (Update OnStart OnRender and such) I then added a input system, audio, some logging, IMGUI. Then a camera and moved my (most) of my libs to git submodule(s) Then I moved window logic to it’s own class, added some input keycode stuff. This was intended to be a game engine for a nuclear reactor sim, but I wanted to code a small physics engine too, so it’s for a drone sim now I really only have a square to show for all of this work tho as I need to work on the render lmao"}]...
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Title: AntiMatter by @Mr-Milky-Way | Stardance
De Title: AntiMatter by @Mr-Milky-Way | Stardance
Devlogs:
Welp it happened again, Signed up for a hack club event then forgot about it till I was already past 10 hours on multiple projects Anyways, This is a game engine made for a FPV drone sim and that will work on windows and linux, It’s the first thing of the sort I’ve done, I don’t really have a plan I’m just making it up as I go. I started out with creating a system that would make a window with glfw and then would run some loops to process logic (Update OnStart OnRender and such) I then added a input system, audio, some logging, IMGUI. Then a camera and moved my (most) of my libs to git submodule(s) Then I moved window logic to it’s own class, added some input keycode stuff. This was intended to be a game engine for a nuclear reactor sim, but I wanted to code a small physics engine too, so it’s for a drone sim now I really only have a square to show for all of this work tho as I need to work on the render lmao...
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1792677282.8515215
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231
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SweetCasa by @Paul | Stardance
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Paul
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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: SweetCasa by @Paul | Stardance
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1792648446.4788601
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232
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My first slack bot! by @georgegk | Stardance
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georgegk
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0
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[]
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Title: My first slack bot! by @georgegk | Stardanc Title: My first slack bot! by @georgegk | Stardance...
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My first slack bot! by @manthanjindal | Stardance
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manthanjindal
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Title: My first slack bot! by @manthanjindal | Sta Title: My first slack bot! by @manthanjindal | Stardance...
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1792518540.3044472
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Smoke Sim Optimizations by @blobbingblobb | Starda Smoke Sim Optimizations by @blobbingblobb | Stardance...
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blobbingblobb
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0
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8.16
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0
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[]
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[{"post_id": 26695, "ts": "202 [{"post_id": 26695, "ts": "2026-07-11T17:14:07Z", "hours": 3.8628, "text": "So, the first idea was to implement shared memory into the smooth shader, and I did so. That brought down the average run time of the pressure solve shader from 15.4 ms to 13.87ms. Only 1.5 ms improvement.. why? Well, there was a halo of cells that had to be still fetched from global memory. So I thought to load those too to shared memory, but that introduced a ton of branching, which brought the average runtime to 29.7 ms… immediatelly reverted the change. At this point, unhappy with only 1.5 ms of change I didn’t stop here: fixing barrier bits brought down 13.87ms to 13.74ms, and changing the pressure and residual images from r32f to r16f (as that much precision is anyways not needed) brought it further down to 13.62ms. The biggest improvement was batching the gauss seidel calls: that allowed the GPU to better use the cached values and avoid CPU overhead. This brought the execution down to 8.93ms! This initial optimization sped up the pressure solve shader of a whooping 42%! And there is still the compute residual, prolong pressure, restrict residual and restrict solid shaders which too affect the pressure solve runtime! TLDR: Initial runtime (avg) - 15.4ms Shared memory - 13.87ms (-1.53) Barrier bit fix - 13.742ms (-1.66) r32f to r16f - 13.62ms (-1.78) Batching smooth calls - 8.93ms (-6.47)"}, {"post_id": 24877, "ts": "2026-07-08T18:43:07Z", "hours": 2.2258, "text": "took a long enough break from coding to forget a few things of my project, but that was helpful to rewrite the benchmarking logic: it was a complete mess. It now logs data correctly and makes a proper csv file! Now, I can cleanup the benchmark setup code and then I can finally start optimizing my shaders and seeing the effects of what I’m doing! (Gotta make benchmark enviroment end at a set amount of frames + skip first initial frames)"}, {"post_id": 1679, "ts": "2026-06-03T20:28:12Z", "hours": 2.0761, "text": "Started making a benchmark enviroment that saves the GPU times on a .csv to allow me to calculate how changes on the shaders impact performance. It is pretty messy for now, and that will be improved next, but at least I have some code to work on now."}]...
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Title: Smoke Sim Optimizations by @blobbingblobb | Title: Smoke Sim Optimizations by @blobbingblobb | Stardance
Devlogs:
Started making a benchmark enviroment that saves the GPU times on a .csv to allow me to calculate how changes on the shaders impact performance. It is pretty messy for now, and that will be improved next, but at least I have some code to work on now.
took a long enough break from coding to forget a few things of my project, but that was helpful to rewrite the benchmarking logic: it was a complete mess. It now logs data correctly and makes a proper csv file! Now, I can cleanup the benchmark setup code and then I can finally start optimizing my shaders and seeing the effects of what I’m doing! (Gotta make benchmark enviroment end at a set amount of frames + skip first initial frames)
So, the first idea was to implement shared memory into the smooth shader, and I did so. That brought down the average run time of the pressure solve shader from 15.4 ms to 13.87ms. Only 1.5 ms improvement.. why? Well, there was a halo of cells that had to be still fetched from global memory. So I thought to load those too to shared memory, but that introduced a ton of branching, which brought the average runtime to 29.7 ms… immediatelly reverted the change. At this point, unhappy with only 1.5 ms of change I didn’t stop here: fixing barrier bits brought down 13.87ms to 13.74ms, and changing the pressure and residual images from r32f to r16f (as that much precision is anyways not needed) brought it further down to 13.62ms. The biggest improvement was batching the gauss seidel calls: that allowed the GPU to better use the cached values and avoid CPU overhead. This brought the execution down to 8.93ms! This initial optimization sped up the pressure solve shader of a whooping 42%! And there is still the compute residual, prolong pressure, restrict residual and restrict solid shaders which too affect the pressure solve runtime! TLDR: Initial runtime (avg) - 15.4ms Shared memory - 13.87ms (-1.53) Barrier bit fix - 13.742ms (-1.66) r32f to r16f - 13.62ms (-1.78) Batching smooth calls - 8.93ms (-6.47)...
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235
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Untitled project by @gabelo17 | Stardance
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gabelo17
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0
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0
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Title: Untitled project by @gabelo17 | Stardance
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1792619479.5005975
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Untitled by @imu | Stardance
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imu
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0
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Title: Untitled by @imu | Stardance
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imu
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0
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Title: Untitled by @imu | Stardance
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meow by @junya | Stardance
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junya
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0
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Title: meow by @junya | Stardance
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1792507786.373354
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240
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Frictionless by @Vagabond | Stardance
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Vagabond
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0.0
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0
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[]
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Title: Frictionless by @Vagabond | Stardance
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1792698774.4591925
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241
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Starborn by @praco | Stardance
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praco
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16.57
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0
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[]
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[{"post_id": 16262, "ts": "202 [{"post_id": 16262, "ts": "2026-06-26T13:20:37Z", "hours": 5.1297, "text": "Implemented dashing! The dash is handled as a coroutine, meaning it runs over multiple frames without blocking the rest of the game. When the player presses dash, gravity is temporarily disabled and the player is launched horizontally at a fixed speed in the direction they’re facing. Normal movement is locked out for the duration. After a set time the gravity is restored, and the player has to wait through a cooldown before they can dash again. The dash animation has two parts, one of the player turning into a literal star and the other is the star looping throughout the dash. Took me a long time to implement cuz things kept breaking lol. Also may have spent 2 hours trying to fix an animation error that had nothing to do with the animator but rather the thing that was checking for the ground.. wasnt actually near the ground. Which led to the player never being grounded… and the animations never starting…. oops."}, {"post_id": 15133, "ts": "2026-06-24T16:18:39Z", "hours": 1.1978, "text": "Animations! i added in the idle, walking and jumping animations. Still need to add the dash animation but i plan on doing that after i finish drawing the backgrounds and tiles. Also added variable gravity for jumping and falling, though i might tweak it more since i want the player to feel weightless."}, {"post_id": 14610, "ts": "2026-06-23T19:41:10Z", "hours": 3.425, "text": "Worked on the player’s core movement today! I implemented horizontal movement using Unity’s new input system and handled the actual movement in FixedUpdate() by directly setting the rigidbody2D’s velocity. I also added sprite flipping by changing the player’s x scale based on movement direction. I then implemented jumping with a ground check using an OverlapCircle, so the player can only jump while grounded. Finally, I added variable jump height by cutting the player’s upward velocity when the jump button is released early. This is the first time i’m seriously making a game so this took me embarrassingly long lol but well everyone starts somewhere!"}, {"post_id": 11489, "ts": "2026-06-18T19:26:08Z", "hours": 2.3028, "text": "Animation is tough but i’m tougher (somebody save me T-T) PS: i threw the customisable player out the window for now, maybe ill add it in future updates when I’m done making the game"}, {"post_id": 10785, "ts": "2026-06-17T18:14:23Z", "hours": 0.7436, "text": "Small devlog. Made the banner (YAY) now ill continue making more art tmr goodnight zzzzzzz"}, {"post_id": 10669, "ts": "2026-06-17T15:07:28Z", "hours": 3.0053, "text": "Have you ever wanted to fight a neutron star? yes those extremely dense dead stars??? or strange stars that aren’t even real but a hypothetical concept???? dont lie ik you have!! well now you can!!!!!! in my new game Starborn™ !!! thank me later"}, {"post_id": 8071, "ts": "2026-06-13T14:07:58Z", "hours": 0.7658, "text": "First devlog! designed the main character(s) of my game, where you play as a star. It was quite difficult to come up w a design for a star, but I’m pretty happy with this sketch!! i wanna make it customisable by the player, so maybe ill draw some more variants next. baibai :P"}]...
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Title: Starborn by @praco | Stardance
Devlogs:
Fi Title: Starborn by @praco | Stardance
Devlogs:
First devlog! designed the main character(s) of my game, where you play as a star. It was quite difficult to come up w a design for a star, but I’m pretty happy with this sketch!! i wanna make it customisable by the player, so maybe ill draw some more variants next. baibai :P
Have you ever wanted to fight a neutron star? yes those extremely dense dead stars??? or strange stars that aren’t even real but a hypothetical concept???? dont lie ik you have!! well now you can!!!!!! in my new game Starborn™ !!! thank me later
Small devlog. Made the banner (YAY) now ill continue making more art tmr goodnight zzzzzzz
Animation is tough but i’m tougher (somebody save me T-T) PS: i threw the customisable player out the window for now, maybe ill add it in future updates when I’m done making the game
Worked on the player’s core movement today! I implemented horizontal movement using Unity’s new input system and handled the actual movement in FixedUpdate() by directly setting the rigidbody2D’s velocity. I also added sprite flipping by changing the player’s x scale based on movement direction. I then implemented jumping with a ground check using an OverlapCircle, so the player can only jump while grounded. Finally, I added variable jump height by cutting the player’s upward velocity when the jump button is released early. This is the first time i’m seriously making a game so this took me embarrassingly long lol but well everyone starts somewhere!
Animations! i added in the idle, walking and jumping animations. Still need to add the dash animation but i plan on doing that after i finish drawing the backgrounds and tiles. Also added variable gravity for jumping and falling, though i might tweak it more since i want the player to feel weightless.
Implemented dashing! The dash is handled as a coroutine, meaning it runs over multiple frames without blocking the rest of the game. When the player presses dash, gravity is temporarily disabled and the player is launched horizontally at a fixed speed in the direction they’re facing. Normal movement is locked out for the duration. After a set time the gravity is restored, and the player has to wait through a cooldown before they can dash again. The dash animation has two parts, one of the player turning into a literal star and the other is the star looping throughout the dash. Took me a long time to implement cuz things kept breaking lol. Also may have spent 2 hours trying to fix an animation error that had nothing to do with the animator but rather the thing that was checking for the ground.. wasnt actually near the ground. Which led to the player never being grounded… and the animations never starting…. oops....
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1792630487.482069
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243
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fineLang by @sebastian | Stardance
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sebastian
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0
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10.22
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0
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[]
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[{"post_id": 31398, "ts": "202 [{"post_id": 31398, "ts": "2026-07-19T18:48:29Z", "hours": 3.2158, "text": "HOLDUP DID I COOK (dieLog #2) Finished : automatic “INDENT” and “DEDENT” enables codegen to space out blocks of code. : “IF” statement uses the new automatic system trough recusion : MAIN() function search for stzarting function for a basic C sytax. : Math OPERATORS such as “is” “is_not” “grater_than” less than… you get the point. Since in suffer levels 1 and 2 are used basic symbol types “<,>” etc, i didnt bother much checking the correctnbes of the implementation. CODE EXAMPLE (with the new stuff): - fineLang -> SUFFER: two ; FUNCTION main(): let x = 5 if x > 3: print(x) if x > 4: print(x) let y = 6 if (x add y > 10): print(“hi”) to C -> #include <stdio.h> int main() { int x = 5; if (x > 3) { printf(“%d\\n”, x); if (x > 4) { printf(“%d\\n”, x); int y = 6; if (x + y > 10) { printf(“hi\\n”); } } } } INTO THE ULTIMATE COMPILED STATE -> 5 5 hi To be honest. this was a very complicated test case, and i wouldnt lie if i said that If this fails i wouldnt be surprised THATS IT FOR TODAY!! thanks you for your time and have a nice day :>)"}, {"post_id": 30335, "ts": "2026-07-17T20:12:46Z", "hours": 1.1572, "text": "DieLog Heres what majestic stuff have we done Finelang now accepts CALCULATING OPERATORS and CHAINED calculated operation. lets give ourselves a representation let x = 5 add 7 multiuply 9 let y = x subtract 67 this adequetly transforms the code to the correct math operators, and let our big dawg figure out the operations. ’ lets see for ourselves. fineLang -> ´´´ SUFFER: two ; FUNCTION main(): let x = 5.5 times 2 let y = x divide 6 print(x) print(y) return 0 ´´´ into correct C ´´´ #include <stdio.h> int main() { float x = 5.5 * 2; float y = x / 6; printf(“%f\\n”, x); printf(“%f\\n”, y); return 0; } ´´´ this was amazingly painfull to do and im glad it works :) tomorows work is automationg codegen tabs / spaces, and being able for new code blocks"}, {"post_id": 30040, "ts": "2026-07-17T09:37:01Z", "hours": 0.4875, "text": "Float as pieces i modified our regex in tokeniser to accept numbers 0-9 with a dot inbetween and number(s) after this gets by tokeniser recognised as pices and codegen now correctly outputs it with F in the C printf command. The biggest problem C standartly takes 6 nuámbers after the dot so from x=5.6 you get 5.600000. That aint a big of a deal. Todo: Implement math opoerations, that can be cahined. Impement cloasable block operationh (function doesnt run until the end of a file) This also allows for automatic tabs in codegen instead of manual and allows implementation of someting like if/else"}, {"post_id": 29726, "ts": "2026-07-16T20:20:58Z", "hours": 1.5789, "text": "We got wokring avriables? so for levels 1 and 2 you dont need to define the type of variables, we right now have words - char* whole - int Incoming 3. ‘pieces’ for float in the codegen i designed a list lookup where if you create a vaiable with let its type, datatype name and value can be looked up for easyprint. parser had MAJOR fallback flaws witch i also patched. There was one teeny beeny mess up where i had if statement that basically said if (string) “IDENTIFIER” is equal to the equal sign. :( BUT WE KNOW FINELANG WORKS. tomorrow there comes maybe piees data type and “if” “else” statements ?"}, {"post_id": 29550, "ts": "2026-07-16T15:44:52Z", "hours": 0.5236, "text": "THIS CONCEPT WORKS so i completed the codegen to actualy buuild the C code, and made in main.py to open a new file called output.c Next output.c is compiled with gcc trough subprocess. if compilation succeeds we also call the binary itself, and THTS IT. next steps are to recognise and properly save variables and then be able to print them"}, {"post_id": 29504, "ts": "2026-07-16T14:13:11Z", "hours": 0.7756, "text": "What happened belive it or not, i made a working parser that works with all out keyword comands function, return,print, and let. Function- sadly right now couts as a non ending function so it ondly recursivly calls parse fro rest of the file, but thats easy solvable issue., Parser now generates correct AST, witch after building Codegen can be correctly transpiled into C heres a comparison code w/ AST code: SUFFER: two ; FUNCTION main(): let x = 5 print(“hello world”) return 0 AST: [{‘type’: ‘function’, ‘name’: ‘main’, ‘body’: [{‘type’: ‘let’, ‘name’: ‘x’, ‘value’: 5}, {‘type’: ‘print’, ‘value’: ‘hello world’}, {‘type’: ‘return’, ‘value’: 0}]}] as we can see theres a list (body) inside the whole list as a part od the main function. This is enough to generate correct C and run it ! since last time i also implemented errors.py witch is only a library of custom errors dataclas. the point of that is that with mopre complexity in our programming language the more feedback we need to guive to the coder to tell him “hey you did this wrong!” instead of “you fricked up” because that wouldnt be fun in the picture we can see my terminal as a proof of the working error and parser. someone told me theres no need for a wirtual enviroment, but its better to keep track of stuff even tho we wont be needing any more packages. BUT if we did then its good practice after compiling the compiler to have all the necesary packages already installed."}, {"post_id": 29438, "ts": "2026-07-16T11:55:24Z", "hours": 0.7133, "text": "so, i implemented a error checking if string is open, and updated my tokenizer to recognise a group of words in “” aqs one big string. implemented error witch is called on unclosed strings"}, {"post_id": 29159, "ts": "2026-07-15T21:21:30Z", "hours": 0.6214, "text": "I have “completed” our tokenizer and validator that ensures correct “SUFFER” declaration. if we tokenize the code from our first devlog we get this"}, {"post_id": 29141, "ts": "2026-07-15T20:32:56Z", "hours": 1.1439, "text": "today i started to make basic “compiler|” for level 1 and 2. if you want to see how finelangs going to work there is a attached snippet and you can see for yourself the whole idea in readme of the project"}]...
|
Title: fineLang by @sebastian | Stardance
Devlogs Title: fineLang by @sebastian | Stardance
Devlogs:
today i started to make basic “compiler|” for level 1 and 2. if you want to see how finelangs going to work there is a attached snippet and you can see for yourself the whole idea in readme of the project
I have “completed” our tokenizer and validator that ensures correct “SUFFER” declaration. if we tokenize the code from our first devlog we get this
so, i implemented a error checking if string is open, and updated my tokenizer to recognise a group of words in “” aqs one big string. implemented error witch is called on unclosed strings
What happened belive it or not, i made a working parser that works with all out keyword comands function, return,print, and let. Function- sadly right now couts as a non ending function so it ondly recursivly calls parse fro rest of the file, but thats easy solvable issue., Parser now generates correct AST, witch after building Codegen can be correctly transpiled into C heres a comparison code w/ AST code: SUFFER: two ; FUNCTION main(): let x = 5 print(“hello world”) return 0 AST: [{‘type’: ‘function’, ‘name’: ‘main’, ‘body’: [{‘type’: ‘let’, ‘name’: ‘x’, ‘value’: 5}, {‘type’: ‘print’, ‘value’: ‘hello world’}, {‘type’: ‘return’, ‘value’: 0}]}] as we can see theres a list (body) inside the whole list as a part od the main function. This is enough to generate correct C and run it ! since last time i also implemented errors.py witch is only a library of custom errors dataclas. the point of that is that with mopre complexity in our programming language the more feedback we need to guive to the coder to tell him “hey you did this wrong!” instead of “you fricked up” because that wouldnt be fun in the picture we can see my terminal as a proof of the working error and parser. someone told me theres no need for a wirtual enviroment, but its better to keep track of stuff even tho we wont be needing any more packages. BUT if we did then its good practice after compiling the compiler to have all the necesary packages already installed.
THIS CONCEPT WORKS so i completed the codegen to actualy buuild the C code, and made in main.py to open a new file called output.c Next output.c is compiled with gcc trough subprocess. if compilation succeeds we also call the binary itself, and THTS IT. next steps are to recognise and properly save variables and then be able to print them
We got wokring avriables? so for levels 1 and 2 you dont need to define the type of variables, we right now have words - char* whole - int Incoming 3. ‘pieces’ for float in the codegen i designed a list lookup where if you create a vaiable with let its type, datatype name and value can be looked up for easyprint. parser had MAJOR fallback flaws witch i also patched. There was one teeny beeny mess up where i had if statement that basically said if (string) “IDENTIFIER” is equal to the equal sign. :( BUT WE KNOW FINELANG WORKS. tomorrow there comes maybe piees data type and “if” “else” statements ?
Float as pieces i modified our regex in tokeniser to accept numbers 0-9 with a dot inbetween and number(s) after this gets by tokeniser recognised as pices and codegen now correctly outputs it with F in the C printf command. The biggest problem C standartly takes 6 nuámbers after the dot so from x=5.6 you get 5.600000. That aint a big of a deal. Todo: Implement math opoerations, that can be cahined. Impement cloasable block operationh (function doesnt run until the end of a file) This also allows for automatic tabs in codegen instead of manual and allows implementation of someting like if/else
DieLog Heres what majestic stuff have we done Finelang now accepts CALCULATING OPERATORS and CHAINED calculated operation. lets give ourselves a representation let x = 5 add 7 multiuply 9 let y = x subtract 67 this adequetly transforms the code to the correct math operators, and let our big dawg figure out the operations. ’ lets see for ourselves. fineLang -> ´´´ SUFFER: two ; FUNCTION main(): let x = 5.5 times 2 let y = x divide 6 print(x) print(y) return 0 ´´´ into correct C ´´´ #include <stdio.h> int main() { float x = 5.5 * 2; float y = x / 6; printf(“%f\n”, x); printf(“%f\n”, y); return 0; } ´´´ this was amazingly painfull to do and im glad it works :) tomorows work is automationg codegen tabs / spaces, and being able for new code blocks
HOLDUP DID I COOK (dieLog #2) Finished : automatic “INDENT” and “DEDENT” enables codegen to space out blocks of code. : “IF” statement uses the new automatic system trough recusion : MAIN() function search for stzarting function for a basic C sytax. : Math OPERATORS such as “is” “is_not” “grater_than” less than… you get the point. Since in suffer levels 1 and 2 are used basic symbol types “<,>” etc, i didnt bother much checking the correctnbes of the implementation. CODE EXAMPLE (with the new stuff): - fineLang -> SUFFER: two ; FUNCTION main(): let x = 5 if x > 3: print(x) if x > 4: print(x) let y = 6 if (x add y > 10): print(“hi”) to C -> #include <stdio.h> int main() { int x = 5; if (x > 3) { printf(“%d\n”, x); if (x > 4) { printf(“%d\n”, x); int y = 6; if (x + y > 10) { printf(“hi\n”); } } } } INTO THE ULTIMATE COMPILED STATE -> 5 5 hi To be honest. this was a very complicated test case, and i wouldnt lie if i said that If this fails i wouldnt be surprised THATS IT FOR TODAY!! thanks you for your time and have a nice day :>)...
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roguelite game by @maddy | Stardance
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maddy
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0
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0.36
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0
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[]
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[{"post_id": 2313, "ts": "2026 [{"post_id": 2313, "ts": "2026-06-04T18:51:22Z", "hours": 0.3572, "text": "I added movement! It’s a grid-based movement that I just followed from a tutorial, but I did modify it a bit."}]...
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Title: roguelite game by @maddy | Stardance
Devlo Title: roguelite game by @maddy | Stardance
Devlogs:
I added movement! It’s a grid-based movement that I just followed from a tutorial, but I did modify it a bit....
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245
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Frictionless by @winf | Stardance
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0.0
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0
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[]
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[]
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Title: Frictionless by @winf | Stardance
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1792594345.3511608
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246
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Extersmeller by @autismcreature | Stardance
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autismcreature
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[]
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[]
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Title: Extersmeller by @autismcreature | Stardance
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247
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mailman by @afonso | Stardance
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afonso
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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: mailman by @afonso | Stardance
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1792655715.0099795
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248
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Nintendo DS game by @HaxJaxFaxTrax | Stardance
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HaxJaxFaxTrax
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0.0
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0
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[]
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[]
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Title: Nintendo DS game by @HaxJaxFaxTrax | Starda Title: Nintendo DS game by @HaxJaxFaxTrax | Stardance...
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1791822944.9008644
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249
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Testing Gmaes by @Adhyys | Stardance
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Adhyys
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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: Testing Gmaes by @Adhyys | Stardance
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1792738472.850111
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250
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Suri by @git | Stardance
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git
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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: Suri by @git | Stardance
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1792896665.1801078
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251
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WarioWare Game by @mani | Stardance
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mani
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0
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[]
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[]
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Title: WarioWare Game by @mani | Stardance
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1792903754.5518827
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252
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Momentum by @glitch_purge | Stardance
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glitch_purge
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0
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3.64
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0
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[]
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[{"post_id": 22888, "ts": "202 [{"post_id": 22888, "ts": "2026-07-05T15:01:40Z", "hours": 1.0428, "text": "Momentum Devlog 4 - Upcoming Assignments, and bug fixes So I’ve started work on the upcoming assignments part of the dashboard and it looks good. The assignments I’ve put are just random stuff I made up and I spent quite a while trying to get good sizing for mobile and it went well to say the least. As before, nothing is dynamic (aka work with real values and the user) but I think I will start work on that after I finish the calendar on the side that I want to add & after I finish the Assignments tab. I like how its coming out so far and I’ve reduced the AI mockup usage a lot so the mockup and my website are wayyy different now!"}, {"post_id": 15177, "ts": "2026-06-24T17:36:24Z", "hours": 1.3464, "text": "Momentum Devlog 3 - Topbar, hamburger sidebar, 4/4 cards I added the topbar in detail like the hello, date and time text and the quick utilities buttons + user logo. Started on the cards info system so 4 cards that give you info on your current stats. Finsihed all 4. There is a hamburger menu when u go on smaller devices but I did that using Claude. Hear me out - I’m lazy to do that and I just didn’t want to break my whole system for that T-T. I will add quotes next devlog, and soon enough will start linking everything into a dynamic website using JS!"}, {"post_id": 14226, "ts": "2026-06-23T07:32:30Z", "hours": 0.5975, "text": "Momentum Devlog 2 - Built this sidebar for the app. Changed the style to be a bit more modern and sleek. Used AI to generate a mockup and building using that. The mockup messed up a bit so some features are not where I want them but that gives me a lot of creativity to add my own stuff. Idea was mine, mockup was chatgpt’s and I’m only using the mockup for dashboard. Rest all pages will be made using that."}, {"post_id": 13775, "ts": "2026-06-22T16:04:40Z", "hours": 0.6492, "text": "Devlog 01 - Sidebar and topbar Worked on the sidebar and topbar after spending 2+ hours designing a mockup in figma. Haven’t done HTML & CSS in a long time so this was a bit of a struggle but relatively easy. Building every component static rn, will use only JS (normal JS) to build the proper website with information. Tryna store every data on cookies"}]...
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Title: Momentum by @glitch_purge | Stardance
Devl Title: Momentum by @glitch_purge | Stardance
Devlogs:
Devlog 01 - Sidebar and topbar Worked on the sidebar and topbar after spending 2+ hours designing a mockup in figma. Haven’t done HTML & CSS in a long time so this was a bit of a struggle but relatively easy. Building every component static rn, will use only JS (normal JS) to build the proper website with information. Tryna store every data on cookies
Momentum Devlog 2 - Built this sidebar for the app. Changed the style to be a bit more modern and sleek. Used AI to generate a mockup and building using that. The mockup messed up a bit so some features are not where I want them but that gives me a lot of creativity to add my own stuff. Idea was mine, mockup was chatgpt’s and I’m only using the mockup for dashboard. Rest all pages will be made using that.
Momentum Devlog 3 - Topbar, hamburger sidebar, 4/4 cards I added the topbar in detail like the hello, date and time text and the quick utilities buttons + user logo. Started on the cards info system so 4 cards that give you info on your current stats. Finsihed all 4. There is a hamburger menu when u go on smaller devices but I did that using Claude. Hear me out - I’m lazy to do that and I just didn’t want to break my whole system for that T-T. I will add quotes next devlog, and soon enough will start linking everything into a dynamic website using JS!
Momentum Devlog 4 - Upcoming Assignments, and bug fixes So I’ve started work on the upcoming assignments part of the dashboard and it looks good. The assignments I’ve put are just random stuff I made up and I spent quite a while trying to get good sizing for mobile and it went well to say the least. As before, nothing is dynamic (aka work with real values and the user) but I think I will start work on that after I finish the calendar on the side that I want to add & after I finish the Assignments tab. I like how its coming out so far and I’ve reduced the AI mockup usage a lot so the mockup and my website are wayyy different now!...
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253
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explosion by @z | Stardance
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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: explosion by @z | Stardance
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1792652074.6653073
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255
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WarioWare Game by @Shubhankar | Stardance
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Shubhankar
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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: WarioWare Game by @Shubhankar | Stardance
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1792734623.282038
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1793339423.282038
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256
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Frictionless by @lucasian | Stardance
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lucasian
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @lucasian | Stardance
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1792741825.5562634
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257
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NULL
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NULL
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0
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258
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Hmm… :thinkies: by @GB114 | Stardance
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GB114
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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: Hmm… :thinkies: by @GB114 | Stardance
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1792569271.8056815
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259
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something by @Alisha | Stardance
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Alisha
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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: something by @Alisha | Stardance
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1792741871.6439826
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1793346671.6439826
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260
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Untitled project by @mustafa | Stardance
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mustafa
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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 @mustafa | Stardance
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1792738436.8470793
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261
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My website by @Jonas | Stardance
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Jonas
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0
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0.34
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0
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[]
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[{"post_id": 2974, "ts": "2026 [{"post_id": 2974, "ts": "2026-06-05T21:51:02Z", "hours": 0.3442, "text": "A bit terrible but it a start"}]...
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Title: My website by @Jonas | Stardance
Devlogs:
Title: My website by @Jonas | Stardance
Devlogs:
A bit terrible but it a start...
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1792651712.7489386
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262
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Macropad V2 by @Tirthak | Stardance
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Tirthak
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0
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3.74
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0
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[]
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[{"post_id": 1480, "ts": "2026 [{"post_id": 1480, "ts": "2026-06-03T15:06:53Z", "hours": 1.4178, "text": "so basically completed the schematic and continued working on the PCB. a lot of parts and traces are still remaining but this is how it looks rn:"}, {"post_id": 1110, "ts": "2026-06-02T22:50:31Z", "hours": 2.325, "text": "So Basically i started by researching stuff as in what to use, then after finding the appropriate parts moved on to designing and making the PCB and schematic together."}]...
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Title: Macropad V2 by @Tirthak | Stardance
Devlog Title: Macropad V2 by @Tirthak | Stardance
Devlogs:
So Basically i started by researching stuff as in what to use, then after finding the appropriate parts moved on to designing and making the PCB and schematic together.
so basically completed the schematic and continued working on the PCB. a lot of parts and traces are still remaining but this is how it looks rn:...
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1792741767.4950216
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263
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Untitled project by @miggy | Stardance
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miggy
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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 @miggy | Stardance
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1792759662.126916
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1793364462.126916
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264
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Untitled project by @shankkyyyy | Stardance
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shankkyyyy
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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 @shankkyyyy | Stardance
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1792515142.28927
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1793119942.28927
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265
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Gitindex by @Matthias | Stardance
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Matthias
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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: Gitindex by @Matthias | Stardance
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1792759677.9661965
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1793364477.9661965
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266
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NULL
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NULL
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0
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0.0
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1791823928.3926342
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267
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Gitindex by @Matthias | Stardance
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Matthias
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0
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4.47
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0
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[]
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[{"post_id": 46810, "ts": "202 [{"post_id": 46810, "ts": "2026-08-14T10:09:39Z", "hours": 0.3667, "text": "Today I’m working on implementing an iconset for the github filetree, I asked myself where the best place was to get a bunch of developer icons and decided to use the vscode ones, wrote a helper to extract the extension -> icon manifest and set up a quick css query to make the icons monochrome for light and dark mode, like the one below"}, {"post_id": 46241, "ts": "2026-08-13T10:45:36Z", "hours": 1.0611, "text": "I added a new feature that makes the header sticky along with some polish"}, {"post_id": 46199, "ts": "2026-08-13T08:11:24Z", "hours": 1.9131, "text": "Ok, so after quite some time off I thought why not get back to hackclubbing and so I am continuing Gitindex, in the last commit I implemented an animation for the language diagram and adjusted some DOM-selectors so the extension doesn’t break. Honestly I am preparing for CWS release: implementing last features and polishing, bye"}, {"post_id": 321, "ts": "2026-06-01T16:33:16Z", "hours": 1.1294, "text": "Am currently building a prototype for the all actions menu, let’s see how this goes, will continue to develop now."}]...
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Title: Gitindex by @Matthias | Stardance
Devlogs: Title: Gitindex by @Matthias | Stardance
Devlogs:
Am currently building a prototype for the all actions menu, let’s see how this goes, will continue to develop now.
Ok, so after quite some time off I thought why not get back to hackclubbing and so I am continuing Gitindex, in the last commit I implemented an animation for the language diagram and adjusted some DOM-selectors so the extension doesn’t break. Honestly I am preparing for CWS release: implementing last features and polishing, bye
I added a new feature that makes the header sticky along with some polish
Today I’m working on implementing an iconset for the github filetree, I asked myself where the best place was to get a bunch of developer icons and decided to use the vscode ones, wrote a helper to extract the extension -> icon manifest and set up a quick css query to make the icons monochrome for light and dark mode, like the one below...
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268
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Untitled project by @siemvk | Stardance
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siemvk
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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 @siemvk | Stardance
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1791822461.6394966
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269
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School Manager by @xarber | Stardance
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xarber
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0
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30.26
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0
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[]
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[{"post_id": 50991, "ts": "202 [{"post_id": 50991, "ts": "2026-08-20T14:12:00Z", "hours": 1.1489, "text": "SideStore / LiveContainer source! Do you want to try School Manager yourself? You can now install the development builds through an AltSource, that you can add yourself from the School Manager github repo! You can also download the .ipa files manually from GitHub Releases. Just open the app and try it yourself!"}, {"post_id": 37594, "ts": "2026-07-30T13:03:30Z", "hours": 10.2097, "text": "Improved server-side security A few adjustments were made server-side: Tokens now expire much earlier, with a refresh token to keep users signed in. Other database endpoint updates were made to ensure safer data handling. Account security updates Together with the server side security enhancements, I also added a session management section in the Sign In & Security page: You can now manage your signed in devices, recognize them with their model or OS + browser, last seen date, and app version. You can easily sign out any of those devices, requiring another sign in. Passkey Renaming As mentioned in the previous devlog, I did add passkey renaming. Now passkeys detect the device you saved the passkey on to give a suggested name, which you can edit at any time. Fixed app themes For some reason app themes broke with an SDK update. I restored functionality, and extended it to the welcome screen. Multiple changes conventional commits I updated the workflow scripts to allow multiple changes inside of one commit: feat: Feature 1; fix: Fix 1; fix: Fix2 All inside of the same commit! These will then be parsed in the github release by the workflow. Switch app building to GitHub Actions server EAS Cloud was disabled. Now all app builds are ran through the GitHub Actions server. I also added an unsigned iOS build, which is installable with SideStore, LiveContainer, or any other similar sideloading app. The iOS builds are compiled with X-Code 27 beta, so the dynamic app resizing is enabled for iOS 27 (You can test by using iPhone mirroring, launching the sideloaded app, and trying to resize the window). Small reminder: You can either install the development build, OR, you can test the app by installing the PWA when opening the website version!"}, {"post_id": 32495, "ts": "2026-07-21T18:31:27Z", "hours": 4.8581, "text": "Passkeys are live! This took me a while to develop, but passkeys are finally live! There’s a passkey management screen in settings, with a list of all saved passkeys, when they were last used and when they were added. You can delete them, or add new ones using web authentication. This is a temporary workaround since Apple requires you to have a paid developer license to use passkeys in-app. What’s next? I’d like to add passkey renaming in settings (and regular passkey naming in the registration screen), OR a database with automatically detected names for each Passkey handler ID. I’m currently trying to get the app to build on X-Code 27 beta. This would use the new SDK and allow apps to dynamically resize when using iPhone mirroring or the xcode device hub. It would be a huge improvement for testing, since I would be able to test everything 100% from my mac without having an ipad simulator or have to bring a physical device around."}, {"post_id": 31140, "ts": "2026-07-19T09:45:17Z", "hours": 13.7719, "text": "Passkeys I’ve been working on this for a while. I’m currently adding passkeys and security keys support to the app! The app has been based on OTP codes since release, I’m also adding passkey support so that no waiting for emails is needed. You will still need a verified email in order to sign up, but you will be able to use passkeys for future authentications. I also think about adding an authenticator app OTP generator to replace email OTPs altogether (for added security in case of a stolen email account), but it’s a work in progress (PS: Again, you will still need a verified email address to sign up). GitHub Workflows! This took me ages to build. I implemented workflows and multiple branches: Master (Release) Beta Alpha Development Testing (no workflows here) On every push, two jobs run: One updates the website (only on master pushes), and also runs eas update to the specified update branch. The other job is the most interesting: It checks for version changes in the app.json file, and if the version changed, it starts building a new binary for the app: Signed iOS Simulator (.tar.gz app file), “Signed” Android APK (or AAB if the branch is Beta/Master), and unsigned iOS .ipa file (since I have no paid developer license yet). The first two are ran through EAS Cloud, and then downloaded by the workflow. The unsigned build runs directly on GitHub Actions’s servers. After having the artifacts, they get renamed to human readable names, and release notes are automatically generated with the adoption of conventional commits (fix: … | ci: … | feat: … | etc). The script later proceeds to create a release and a tag for said update, and draft it to the github repo. This means I no longer have to manage builds myself, which sometimes took several hours to fix environment issues and more. It also means that whenever I push an update, the app automatically reflects said update in an appropriate branch (we don’t like testing in production, right?)."}, {"post_id": 945, "ts": "2026-06-02T18:26:17Z", "hours": 0.2667, "text": "Now on Stardance! Hi everyone! Welcome to Stardance! I can’t wait to start seeing everyone’s amazing projects, and to start coding my own! I actually have a few ideas boiling in the pot, many of which I’ve already created projects for. Good coding to everyone! About School Manager The development of the app will be continued in Stardance! There aren’t many updates since the last devlog in Flavortown, I’m trying to organize my ideas and clean some code before continuing development. Have fun everyone!"}]...
|
Title: School Manager by @xarber | Stardance
Devl Title: School Manager by @xarber | Stardance
Devlogs:
Now on Stardance! Hi everyone! Welcome to Stardance! I can’t wait to start seeing everyone’s amazing projects, and to start coding my own! I actually have a few ideas boiling in the pot, many of which I’ve already created projects for. Good coding to everyone! About School Manager The development of the app will be continued in Stardance! There aren’t many updates since the last devlog in Flavortown, I’m trying to organize my ideas and clean some code before continuing development. Have fun everyone!
Passkeys I’ve been working on this for a while. I’m currently adding passkeys and security keys support to the app! The app has been based on OTP codes since release, I’m also adding passkey support so that no waiting for emails is needed. You will still need a verified email in order to sign up, but you will be able to use passkeys for future authentications. I also think about adding an authenticator app OTP generator to replace email OTPs altogether (for added security in case of a stolen email account), but it’s a work in progress (PS: Again, you will still need a verified email address to sign up). GitHub Workflows! This took me ages to build. I implemented workflows and multiple branches: Master (Release) Beta Alpha Development Testing (no workflows here) On every push, two jobs run: One updates the website (only on master pushes), and also runs eas update to the specified update branch. The other job is the most interesting: It checks for version changes in the app.json file, and if the version changed, it starts building a new binary for the app: Signed iOS Simulator (.tar.gz app file), “Signed” Android APK (or AAB if the branch is Beta/Master), and unsigned iOS .ipa file (since I have no paid developer license yet). The first two are ran through EAS Cloud, and then downloaded by the workflow. The unsigned build runs directly on GitHub Actions’s servers. After having the artifacts, they get renamed to human readable names, and release notes are automatically generated with the adoption of conventional commits (fix: … | ci: … | feat: … | etc). The script later proceeds to create a release and a tag for said update, and draft it to the github repo. This means I no longer have to manage builds myself, which sometimes took several hours to fix environment issues and more. It also means that whenever I push an update, the app automatically reflects said update in an appropriate branch (we don’t like testing in production, right?).
Passkeys are live! This took me a while to develop, but passkeys are finally live! There’s a passkey management screen in settings, with a list of all saved passkeys, when they were last used and when they were added. You can delete them, or add new ones using web authentication. This is a temporary workaround since Apple requires you to have a paid developer license to use passkeys in-app. What’s next? I’d like to add passkey renaming in settings (and regular passkey naming in the registration screen), OR a database with automatically detected names for each Passkey handler ID. I’m currently trying to get the app to build on X-Code 27 beta. This would use the new SDK and allow apps to dynamically resize when using iPhone mirroring or the xcode device hub. It would be a huge improvement for testing, since I would be able to test everything 100% from my mac without having an ipad simulator or have to bring a physical device around.
Improved server-side security A few adjustments were made server-side: Tokens now expire much earlier, with a refresh token to keep users signed in. Other database endpoint updates were made to ensure safer data handling. Account security updates Together with the server side security enhancements, I also added a session management section in the Sign In & Security page: You can now manage your signed in devices, recognize them with their model or OS + browser, last seen date, and app version. You can easily sign out any of those devices, requiring another sign in. Passkey Renaming As mentioned in the previous devlog, I did add passkey renaming. Now passkeys detect the device you saved the passkey on to give a suggested name, which you can edit at any time. Fixed app themes For some reason app themes broke with an SDK update. I restored functionality, and extended it to the welcome screen. Multiple changes conventional commits I updated the workflow scripts to allow multiple changes inside of one commit: feat: Feature 1; fix: Fix 1; fix: Fix2 All inside of the same commit! These will then be parsed in the github release by the workflow. Switch app building to GitHub Actions server EAS Cloud was disabled. Now all app builds are ran through the GitHub Actions server. I also added an unsigned iOS build, which is installable with SideStore, LiveContainer, or any other similar sideloading app. The iOS builds are compiled with X-Code 27 beta, so the dynamic app resizing is enabled for iOS 27 (You can test by using iPhone mirroring, launching the sideloaded app, and trying to resize the window). Small reminder: You can either install the development build, OR, you can test the app by installing the PWA when opening the website version!
SideStore / LiveContainer source! Do you want to try School Manager yourself? You can now install the development builds through an AltSource, that you can add yourself from the School Manager github repo! You can also download the .ipa files manually from GitHub Releases. Just open the app and try it yourself!...
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