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15367
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indernational by @laendspotter | Stardance
|
laendspotter
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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: indernational by @laendspotter | Stardance
|
1793440201.1592906
|
1794045001.1592906
|
|
36414
|
index by @mschiller890 | Stardance
|
mschiller890
|
0
|
14.51
|
0
|
[]
|
[{"post_id": 33973, "ts": "202 [{"post_id": 33973, "ts": "2026-07-24T10:44:17Z", "hours": 5.4094, "text": "HELLOOOOOOOOOOO this is another EPIC devlog of the best Minecraft mod in the world – index . and today… I FINALLY DID IT. the scary part is here. the part where the mod actually starts doing something. >w< WAIT… IT ACTUALLY WORKS??? YES!!! after a lot of debugging, confusion, and staring at Minecraft code for way too long… the core functionality of index is now working! the mod can now: track chests — index can now find and keep track of the chests that are part of the system. search through chest contents — the mod can actually check what items are inside the tracked chests. show items above chests — when a chest contains an item you’re searching for, the item appears above it! particles!!! — added particles to make the chest indicators feel much more alive. is it cool???? YESSSSS!!! WHY IS THIS A BIG DEAL??? because before this, index was mostly just a collection of screens and UI. the search screen worked. the color picker worked. the buttons existed. but now… the mod actually has a brain. :D the UI is no longer just a pretty menu — it connects to actual Minecraft data and does something useful. WHAT WAS THE HARD PART??? honestly… a lot. Minecraft modding is still very confusing sometimes TwT getting the UI working was one thing, but connecting everything together was a completely different challenge. figuring out how to: detect chests store their data check their contents render things above blocks make particles appear correctly took a lot of experimenting. but seeing a chest actually tell me “hey, I have the item you’re looking for” was 100% worth it. WHAT NOW??? now that the core functionality exists, it’s time to make everything better. things i want to work on next: improve chest coloring make the chest indicators prettier optimize the searching system add more polish to the UI maybe add some more QoL features and stuff i didnt think of fix all the bugs i probably created while making this lol the hardest part is finally done. now comes the fun part: making index actually feel like a finished mod. thank you for reading EXTREMELY cool person!! see you in the next devlog >w<"}, {"post_id": 32363, "ts": "2026-07-21T14:22:20Z", "hours": 1.6386, "text": "HELLOOOOOOOO AGAIN!!! welcome back to another episode of me fighting Minecraft’s rendering engine and somehow winning. today’s victim: index. the mod where I thought: “yeah, i’ll just color some chests” and Minecraft replied: “no ❤️” anyway… after many hours of staring at confusing renderer code, here are the things that happened. >w< SO WHAT DID I ACTUALLY DO??? Chest colors are no longer just a pretty menu The chest color screen is now connected to the actual game world. When you pick a color and press apply, index stores that color for that specific chest position. Meaning: chest A can be red chest B can be blue chest C can be whatever weird RGB combination you create at 2 AM Every chest gets its own identity. How does the coloring actually work? This was the scary Minecraft part. Instead of making a custom chest block (which would mean recreating a lot of vanilla behavior), index now hooks into Minecraft’s existing chest renderer. The process is basically: you pick a color ↓ ColorChestScreen saves it ↓ ChestColorManager remembers the position + color ↓ Minecraft starts rendering a chest ↓ index checks if that chest has a color ↓ the renderer applies the tint So the chest is still a normal Minecraft chest. The grayscale chest problem Turns out Minecraft does not magically replace colors. The tint system works by multiplying colors together. So trying to color a normal brown chest gave some very questionable results. The solution? Make the chest texture grayscale. Now Minecraft has a neutral base color that can actually be transformed into whatever color index wants. RGB go brrrr. A lot of behind-the-scenes work Most of this update is invisible stuff: learning how Minecraft’s block entity rendering works dealing with render states connecting saved data with the rendering pipeline fighting mixins getting destroyed by method signatures fighting mixins again classic modding experience. SO… DOES IT WORK??? Mostly!! The foundation is there. The chest renderer now understands: “this chest might have a custom color” which is a huge step compared to before where the color picker was basically just a fancy RGB calculator. WHAT’S NEXT??? Now that chests can finally have their own colors, it’s time for the actually useful features: Chest searching scan chest contents compare items with the player’s search list know where your items are hiding Chest indicators show which chests contain what you’re looking for make finding items faster Better saving make colors survive restarts handle worlds and chunks properly More polish improve the UI make everything feel more Minecraft-like The menus are slowly turning into a real system. Now it’s time to make index actually do the thing it was created for. Finding stuff. Because honestly… opening 50 chests looking for one random item is pain. Thank you for reading this extremely cool and long devlog!! See you next time >w<"}, {"post_id": 32028, "ts": "2026-07-20T22:00:11Z", "hours": 3.8897, "text": "HELLOOOOOOOOOOO this is another EPIC devlog of the best Minecraft mod in the world – index . are you ready to see the BEST changes a developer has ever made? probably not. but here they are anyway. >w< YES!!1 WHAT CHANGED??? Most of the GUI stuff is finished — you can now search for items, select them, and add them to the list of items you want to find. Search list screen — all the items you selected are now shown in their own little list. simple, but useful! Chest coloring screen — i made a very simple color picker that somehow actually works lol. you can open it using CTRL + SHIFT + Right Click . Various UI improvements — the interface is now more organized and feels much nicer to use. A preview of item detection — in one of the screenshots, you can see a rough idea of how i want chests to notify you that they contain an item you’re searching for. is it cool???? YESSS!!! WHAT NOW??? now that most of the UI foundation is done, it’s time for the scary part… making the mod actually work. TwT the next things i want to focus on: detecting and tracking colored chests actually coloring the chests (the texture is now grayscale and will be altered on the client side) searching through chest contents making the chest indicators actually function improving the overall polish the fun UI part is mostly here. now comes the part where i make the magic happen. oh! and i almost forgot – if you’re interested, you can check out the GitHub repository and try out the latest development releases to see how index is coming along! thank you for reading EXTREMELY cool person!! see you in the next devlog >w< its 11pm… im sooo tired…"}, {"post_id": 31401, "ts": "2026-07-19T18:50:18Z", "hours": 0.9456, "text": "i finally did it! the first part of my index mod is semi-finished! this screen is supposed to be the place where you search for a block/item and find out which of your tracked chests contain it. is it neat? yes!!! is it useful? hopefully!!! >w< it’s not doing the actual searching yet, but getting the first custom screen working already feels like a huge step. WOA! what next? well… i still don’t really know :( there are a few things i want to work on next: chest coloring — i was thinking about adding a keybind (something like CTRL + SHIFT + Right Click ) that opens a menu where you can choose a color for your chest. the main question is: how do i actually change the chest texture? my current idea is to use a black and white version of the normal chest texture and replace the white parts with the color chosen by the player. search list button — currently it does nothing, but the idea is that it will show a small popup containing all the items the player wants to search for. actual chest tracking/searching — probably the most important part. eventually the mod needs to know what chests exist and what items are inside them. and more things i haven’t thought of yet because that’s how development works TwT small progress is still progress minecraft modding has been a pretty interesting learning experience so far. the documentation can be confusing sometimes, but seeing something you made appear inside the game is really motivating. thank you for reading cool person!! see you in the next devlog >w<"}, {"post_id": 31234, "ts": "2026-07-19T14:09:07Z", "hours": 2.34, "text": "heya! before i can get to the fun stuff, i need to learn how Minecraft’s UI works. so far i’ve managed to create a custom Minecraft screen. …this is how it looks… it doesn’t do much yet, but getting something on the screen already feels like a nice first step. ^^ i’ve been reading the Fabric documentation and looking through tutorials, but honestly they’re a bit confusing TwT. a lot of them assume you already know how Minecraft’s GUI system works, so i’ve been spending a lot of time experimenting and reading the source code. next up is making the screen actually useful and fixing that horrible list it’s definitely a learning experience, but i’m having a lot of fun with it! thanks for reading, and hopefully i’ll have something much cooler to show in the next devlog! >w<"}, {"post_id": 30704, "ts": "2026-07-18T14:30:29Z", "hours": 0.2825, "text": "hello everynyan. so i found mikuOS a bit boring to work on and i’ve been wanting to learn more Java for a while, so i decided to look more into Minecraft modding and came up with this! index index is a simple QoL Minecraft mod that lets you organize your chests by color and search for items inside your storage. the idea is that you can assign colors to chests based on what they contain, like for example: blue → building blocks green → farming red → redstone yellow → ores then you can use the search feature to quickly find where your items are stored instead of opening every single chest. the great sketch below should give you a better idea of how it could work. goals for now i want to focus on: learning Java learning Minecraft modding creating custom screens making a useful QoL mod this is my first Minecraft mod like this, so expect lots of experimenting and probably breaking things along the way :)"}]...
|
Title: index by @mschiller890 | Stardance
Devlogs Title: index by @mschiller890 | Stardance
Devlogs:
hello everynyan. so i found mikuOS a bit boring to work on and i’ve been wanting to learn more Java for a while, so i decided to look more into Minecraft modding and came up with this! index index is a simple QoL Minecraft mod that lets you organize your chests by color and search for items inside your storage. the idea is that you can assign colors to chests based on what they contain, like for example: blue → building blocks green → farming red → redstone yellow → ores then you can use the search feature to quickly find where your items are stored instead of opening every single chest. the great sketch below should give you a better idea of how it could work. goals for now i want to focus on: learning Java learning Minecraft modding creating custom screens making a useful QoL mod this is my first Minecraft mod like this, so expect lots of experimenting and probably breaking things along the way :)
heya! before i can get to the fun stuff, i need to learn how Minecraft’s UI works. so far i’ve managed to create a custom Minecraft screen. …this is how it looks… it doesn’t do much yet, but getting something on the screen already feels like a nice first step. ^^ i’ve been reading the Fabric documentation and looking through tutorials, but honestly they’re a bit confusing TwT. a lot of them assume you already know how Minecraft’s GUI system works, so i’ve been spending a lot of time experimenting and reading the source code. next up is making the screen actually useful and fixing that horrible list it’s definitely a learning experience, but i’m having a lot of fun with it! thanks for reading, and hopefully i’ll have something much cooler to show in the next devlog! >w<
i finally did it! the first part of my index mod is semi-finished! this screen is supposed to be the place where you search for a block/item and find out which of your tracked chests contain it. is it neat? yes!!! is it useful? hopefully!!! >w< it’s not doing the actual searching yet, but getting the first custom screen working already feels like a huge step. WOA! what next? well… i still don’t really know :( there are a few things i want to work on next: chest coloring — i was thinking about adding a keybind (something like CTRL + SHIFT + Right Click ) that opens a menu where you can choose a color for your chest. the main question is: how do i actually change the chest texture? my current idea is to use a black and white version of the normal chest texture and replace the white parts with the color chosen by the player. search list button — currently it does nothing, but the idea is that it will show a small popup containing all the items the player wants to search for. actual chest tracking/searching — probably the most important part. eventually the mod needs to know what chests exist and what items are inside them. and more things i haven’t thought of yet because that’s how development works TwT small progress is still progress minecraft modding has been a pretty interesting learning experience so far. the documentation can be confusing sometimes, but seeing something you made appear inside the game is really motivating. thank you for reading cool person!! see you in the next devlog >w<
HELLOOOOOOOOOOO this is another EPIC devlog of the best Minecraft mod in the world – index . are you ready to see the BEST changes a developer has ever made? probably not. but here they are anyway. >w< YES!!1 WHAT CHANGED??? Most of the GUI stuff is finished — you can now search for items, select them, and add them to the list of items you want to find. Search list screen — all the items you selected are now shown in their own little list. simple, but useful! Chest coloring screen — i made a very simple color picker that somehow actually works lol. you can open it using CTRL + SHIFT + Right Click . Various UI improvements — the interface is now more organized and feels much nicer to use. A preview of item detection — in one of the screenshots, you can see a rough idea of how i want chests to notify you that they contain an item you’re searching for. is it cool???? YESSS!!! WHAT NOW??? now that most of the UI foundation is done, it’s time for the scary part… making the mod actually work. TwT the next things i want to focus on: detecting and tracking colored chests actually coloring the chests (the texture is now grayscale and will be altered on the client side) searching through chest contents making the chest indicators actually function improving the overall polish the fun UI part is mostly here. now comes the part where i make the magic happen. oh! and i almost forgot – if you’re interested, you can check out the GitHub repository and try out the latest development releases to see how index is coming along! thank you for reading EXTREMELY cool person!! see you in the next devlog >w< its 11pm… im sooo tired…
HELLOOOOOOOO AGAIN!!! welcome back to another episode of me fighting Minecraft’s rendering engine and somehow winning. today’s victim: index. the mod where I thought: “yeah, i’ll just color some chests” and Minecraft replied: “no ❤️” anyway… after many hours of staring at confusing renderer code, here are the things that happened. >w< SO WHAT DID I ACTUALLY DO??? Chest colors are no longer just a pretty menu The chest color screen is now connected to the actual game world. When you pick a color and press apply, index stores that color for that specific chest position. Meaning: chest A can be red chest B can be blue chest C can be whatever weird RGB combination you create at 2 AM Every chest gets its own identity. How does the coloring actually work? This was the scary Minecraft part. Instead of making a custom chest block (which would mean recreating a lot of vanilla behavior), index now hooks into Minecraft’s existing chest renderer. The process is basically: you pick a color ↓ ColorChestScreen saves it ↓ ChestColorManager remembers the position + color ↓ Minecraft starts rendering a chest ↓ index checks if that chest has a color ↓ the renderer applies the tint So the chest is still a normal Minecraft chest. The grayscale chest problem Turns out Minecraft does not magically replace colors. The tint system works by multiplying colors together. So trying to color a normal brown chest gave some very questionable results. The solution? Make the chest texture grayscale. Now Minecraft has a neutral base color that can actually be transformed into whatever color index wants. RGB go brrrr. A lot of behind-the-scenes work Most of this update is invisible stuff: learning how Minecraft’s block entity rendering works dealing with render states connecting saved data with the rendering pipeline fighting mixins getting destroyed by method signatures fighting mixins again classic modding experience. SO… DOES IT WORK??? Mostly!! The foundation is there. The chest renderer now understands: “this chest might have a custom color” which is a huge step compared to before where the color picker was basically just a fancy RGB calculator. WHAT’S NEXT??? Now that chests can finally have their own colors, it’s time for the actually useful features: Chest searching scan chest contents compare items with the player’s search list know where your items are hiding Chest indicators show which chests contain what you’re looking for make finding items faster Better saving make colors survive restarts handle worlds and chunks properly More polish improve the UI make everything feel more Minecraft-like The menus are slowly turning into a real system. Now it’s time to make index actually do the thing it was created for. Finding stuff. Because honestly… opening 50 chests looking for one random item is pain. Thank you for reading this extremely cool and long devlog!! See you next time >w<
HELLOOOOOOOOOOO this is another EPIC devlog of the best Minecraft mod in the world – index . and today… I FINALLY DID IT. the scary part is here. the part where the mod actually starts doing something. >w< WAIT… IT ACTUALLY WORKS??? YES!!! after a lot of debugging, confusion, and staring at Minecraft code for way too long… the core functionality of index is now working! the mod can now: track chests — index can now find and keep track of the chests that are part of the system. search through chest contents — the mod can actually check what items are inside the tracked chests. show items above chests — when a chest contains an item you’re searching for, the item appears above it! particles!!! — added particles to make the chest indicators feel much more alive. is it cool???? YESSSSS!!! WHY IS THIS A BIG DEAL??? because before this, index was mostly just a collection of screens and UI. the search screen worked. the color picker worked. the buttons existed. but now… the mod actually has a brain. :D the UI is no longer just a pretty menu — it connects to actual Minecraft data and does something useful. WHAT WAS THE HARD PART??? honestly… a lot. Minecraft modding is still very confusing sometimes TwT getting the UI working was one thing, but connecting everything together was a completely different challenge. figuring out how to: detect chests store their data check their contents render things above blocks make particles appear correctly took a lot of experimenting. but seeing a chest actually tell me “hey, I have the item you’re looking for” was 100% worth it. WHAT NOW??? now that the core functionality exists, it’s time to make everything better. things i want to work on next: improve chest coloring make the chest indicators prettier optimize the searching system add more polish to the UI maybe add some more QoL features and stuff i didnt think of fix all the bugs i probably created while making this lol the hardest part is finally done. now comes the fun part: making index actually feel like a finished mod. thank you for reading EXTREMELY cool person!! see you in the next devlog >w<...
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1793195249.4798212
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1793800049.4798212
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66418
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indicator pad by @kelvindabest | Stardance
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kelvindabest
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0
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0.0
|
0
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[]
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[]
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Title: indicator pad by @kelvindabest | Stardance
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1793098336.234934
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1793703136.234934
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40664
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indigest by @mat | Stardance
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mat
|
0
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6.61
|
0
|
[]
|
[{"post_id": 35892, "ts": "202 [{"post_id": 35892, "ts": "2026-07-27T16:53:54Z", "hours": 6.6128, "text": "Pub sub is fully working now!! That means when a slack message is posted in a pub’d channel, it gets forwarded to all subbing channels :D"}]...
|
Title: indigest by @mat | Stardance
Devlogs:
Pub Title: indigest by @mat | Stardance
Devlogs:
Pub sub is fully working now!! That means when a slack message is posted in a pub’d channel, it gets forwarded to all subbing channels :D...
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1793516188.5587344
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1794120988.5587344
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63331
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indilites by @Ayush_Buddy10 | Stardance
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Ayush_Buddy10
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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: indilites by @Ayush_Buddy10 | Stardance
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1793660159.1396449
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1794264959.1396449
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47475
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indiware by @laret | Stardance
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laret
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2
|
11.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T02:33:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hize el juego de indiware y añadi mas sonidos repare bugs y incluso añadi un nuevo videojuego", "repo": "https://github.com/laret1/Indiware", "demo": "https://laret1.itch.io/indiware"}, {"ship_num": 2, "ts": "2026-08-23T03:39:56Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "lo que hize fue un warioware inspirado en algunos juegos indie due muy desafiante por ejemplo en el minijuego de among us fue muy dificil de hacer la logica para que funcionara la tarea de la tarjeta use ia solo en ese para los problemas pero no para nada mas ue minimo mi uso", "repo": "https://github.com/laret1/Indiware", "demo": "https://laret1.itch.io/indiware"}]...
|
[{"post_id": 58603, "ts": "202 [{"post_id": 58603, "ts": "2026-08-31T02:32:10Z", "hours": 2.7042, "text": "Hize un nuevo minijuego añadi un juego de flappy bird y mas sonidos"}, {"post_id": 55357, "ts": "2026-08-27T04:20:42Z", "hours": 0.7169, "text": "I finish the sound of some minigames"}, {"post_id": 52764, "ts": "2026-08-23T03:25:06Z", "hours": 8.0839, "text": "I finish the game"}]...
|
Title: indiware by @laret | Stardance
Devlogs:
I Title: indiware by @laret | Stardance
Devlogs:
I finish the game
I finish the sound of some minigames
Hize un nuevo minijuego añadi un juego de flappy bird y mas sonidos
Ships:
lo que hize fue un warioware inspirado en algunos juegos indie due muy desafiante por ejemplo en el minijuego de among us fue muy dificil de hacer la logica para que funcionara la tarea de la tarjeta use ia solo en ese para los problemas pero no para nada mas ue minimo mi uso
Hize el juego de indiware y añadi mas sonidos repare bugs y incluso añadi un nuevo videojuego...
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1793670453.35091
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1793756853.35091
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18048
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infection detection strap by @Derekhu | Stardance
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Derekhu
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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: infection detection strap by @Derekhu | Sta Title: infection detection strap by @Derekhu | Stardance...
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1793418822.4607255
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1794023622.4607255
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357
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infinite runner by @yousef | Stardance
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yousef
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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: infinite runner by @yousef | Stardance
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1793382466.334588
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1793987266.334588
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59579
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info about AI OS by @brandonz | Stardance
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brandonz
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0
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0.0
|
0
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[]
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[]
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Title: info about AI OS by @brandonz | Stardance
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1793566428.414798
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1794171228.414798
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47934
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infofarm by @netcatsyn | Stardance
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netcatsyn
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0
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0.0
|
0
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[]
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[]
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Title: infofarm by @netcatsyn | Stardance
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1793202557.8994246
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1793807357.8994246
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39047
|
information about our solar system and beyond, and information about our solar system and beyond, and space probes and missions by @Sofia-stargazerfan | Stardance...
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Sofia-stargazerfan
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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: information about our solar system and beyo Title: information about our solar system and beyond, and space probes and missions by @Sofia-stargazerfan | Stardance...
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1793274699.2920606
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1793879499.2920606
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44080
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infrequentphotos by @harold7 | Stardance
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harold7
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0
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0.0
|
0
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[]
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[]
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Title: infrequentphotos by @harold7 | Stardance
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1793253266.6485097
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1793858066.6485097
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54758
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init_dawn.d by @Erox | Stardance
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Erox
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0
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12.66
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0
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[]
|
[{"post_id": 63113, "ts": "202 [{"post_id": 63113, "ts": "2026-09-06T18:49:21Z", "hours": 1.9914, "text": "This time i added the display , fixed the problematic pcb , wrote the base firmware also made the holes on the bosses to mount the pcb"}, {"post_id": 62332, "ts": "2026-09-05T17:15:34Z", "hours": 2.2653, "text": "Finally after the review , completely redesigned the whole thing , made the pcb smaller ,made the 3d box smaller too . Also estimated the price in jlcpcb to get the pcb its hella 3.51$‘s now i think i need to write firmware but before tht i havent made any holes on the cad’s mounting portion(i mean where the pcb and the esp is screwed), after i get it in hannd , i ma gonna do tht manually , it will be more helpful ."}, {"post_id": 57423, "ts": "2026-08-29T15:54:41Z", "hours": 0.26, "text": "Finally fixed the issue with imported .step and made my own cuboid screw mount now its finally worth it."}, {"post_id": 57174, "ts": "2026-08-29T08:47:43Z", "hours": 4.6956, "text": "Finally after a lot of work , i managed to design the cad case , but still i came to know this one has the screw socket size mismatch , i will fix tht and designing stage finished"}, {"post_id": 56449, "ts": "2026-08-28T06:42:02Z", "hours": 1.2258, "text": "i removed the resistors that i intended to use for pulling down as i came to see the official guide use the built in ones , i though why me? and removed those , also placed the switches with more precision and estimated the cost will be 10$ , perfect for the given budget now imma gonna do the cad"}, {"post_id": 55707, "ts": "2026-08-27T17:51:47Z", "hours": 2.2228, "text": "today i build the schematic and the pcb for init_dawn.d , it took me likely 3hr and 30 minute but due to some lapse problem i cant sync it , anyway i added only 7 physical switches because i dont need 12 , i used 5 gpio pins for the 7 switches , i have a proper idea to control them by using separate mode , 1: Configurable mode 2: Alarm mode i mean when config mode , the bottom 5 switch will work and when alarm mode only upper two . Also the bottom right is kinda a shift switch , to change +/- for hour and minutes etc , its still a draft but the idea looks clean."}]...
|
Title: init_dawn.d by @Erox | Stardance
Devlogs:
Title: init_dawn.d by @Erox | Stardance
Devlogs:
today i build the schematic and the pcb for init_dawn.d , it took me likely 3hr and 30 minute but due to some lapse problem i cant sync it , anyway i added only 7 physical switches because i dont need 12 , i used 5 gpio pins for the 7 switches , i have a proper idea to control them by using separate mode , 1: Configurable mode 2: Alarm mode i mean when config mode , the bottom 5 switch will work and when alarm mode only upper two . Also the bottom right is kinda a shift switch , to change +/- for hour and minutes etc , its still a draft but the idea looks clean.
i removed the resistors that i intended to use for pulling down as i came to see the official guide use the built in ones , i though why me? and removed those , also placed the switches with more precision and estimated the cost will be 10$ , perfect for the given budget now imma gonna do the cad
Finally after a lot of work , i managed to design the cad case , but still i came to know this one has the screw socket size mismatch , i will fix tht and designing stage finished
Finally fixed the issue with imported .step and made my own cuboid screw mount now its finally worth it.
Finally after the review , completely redesigned the whole thing , made the pcb smaller ,made the 3d box smaller too . Also estimated the price in jlcpcb to get the pcb its hella 3.51$‘s now i think i need to write firmware but before tht i havent made any holes on the cad’s mounting portion(i mean where the pcb and the esp is screwed), after i get it in hannd , i ma gonna do tht manually , it will be more helpful .
This time i added the display , fixed the problematic pcb , wrote the base firmware also made the holes on the bosses to mount the pcb...
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1793566224.1469982
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1794171024.1469982
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12978
|
initiative by @circular | Stardance
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circular
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0
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10.93
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0
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[]
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[{"post_id": 53041, "ts": "202 [{"post_id": 53041, "ts": "2026-08-23T13:06:20Z", "hours": 6.4753, "text": "i’m LOSING MY MIND!!! trying to figure out the best implementation for handling stats / skills and how they relate to each other and the player character"}, {"post_id": 7240, "ts": "2026-06-12T02:30:22Z", "hours": 4.4547, "text": "This is the first devlog of my new project, Initiative. Initiative is a Dungeons and Dragons character builder written in Rust. I started working on this project because I hate using D&D Beyond for my D&D characters. Their website is slow, clunky, leaks memory and isn’t very extensible. Initiative is an opinionated alternative written in Rust, using iced as the GUI framework. It won’t be perfect for absolutely everyone, and that’s okay. It’s not meant to be a be-all end-all solution for D&D character building, but meant to be something that provides a better experience to D&D Beyond. I decided to use Rust for this project as I’ve been fascinated with the language for a while, and I want to make an effort to try and properly learn it. Rather than do very simple small projects with it, like kittycat, I figured just full sending it on a large project is one of the best ways I can learn. So far, I’ve been focused on implementing all basic D&D types in rust, and recently finished up writing my Dice class, which has addition and string representation built in, meaning I can just add two Dice objects together and get a string that describes the dice roll, similar to something you’d see in a D&D book. I want to finish making most of the basic classes and data types for D&D before I start working on the actual GUI with iced, so for now no fancy awesome screenshot. instead you get my awesome dice class tests"}]...
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Title: initiative by @circular | Stardance
Devlog Title: initiative by @circular | Stardance
Devlogs:
This is the first devlog of my new project, Initiative. Initiative is a Dungeons and Dragons character builder written in Rust. I started working on this project because I hate using D&D Beyond for my D&D characters. Their website is slow, clunky, leaks memory and isn’t very extensible. Initiative is an opinionated alternative written in Rust, using iced as the GUI framework. It won’t be perfect for absolutely everyone, and that’s okay. It’s not meant to be a be-all end-all solution for D&D character building, but meant to be something that provides a better experience to D&D Beyond. I decided to use Rust for this project as I’ve been fascinated with the language for a while, and I want to make an effort to try and properly learn it. Rather than do very simple small projects with it, like kittycat, I figured just full sending it on a large project is one of the best ways I can learn. So far, I’ve been focused on implementing all basic D&D types in rust, and recently finished up writing my Dice class, which has addition and string representation built in, meaning I can just add two Dice objects together and get a string that describes the dice roll, similar to something you’d see in a D&D book. I want to finish making most of the basic classes and data types for D&D before I start working on the actual GUI with iced, so for now no fancy awesome screenshot. instead you get my awesome dice class tests
i’m LOSING MY MIND!!! trying to figure out the best implementation for handling stats / skills and how they relate to each other and the player character...
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1793195295.418643
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1793800095.418643
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32140
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inkOS by @nigel | Stardance
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nigel
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0
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16.3
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0
|
[]
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[{"post_id": 28910, "ts": "202 [{"post_id": 28910, "ts": "2026-07-15T14:44:30Z", "hours": 9.7192, "text": "DAY 3-4: HOW’S THE WEATHER DOWN THERE (corny title i know) After numerous attempts to connect the display to my iphone via the nimBLE library, it never ended up working and I pivoted to working on the online dashboard - which I made decent progress on. To make things worse, my display ended up breaking, with vertical glitch stripes forming due to a small chip on the side on the screen I hadn’t noticed. I spent over 3 hours trying different methods to reset the display. Finally, I got WiFi working, and implemented the weather part of my online dashboard using the openweather API. Tomorrow, I will finish the “weather” section, possibly adding icons for visualization, and start on the “spotify” section, which will implement the spotfiy API. (i know it may seem like i didnt do much in 10 hours but the chip in the screen and outdated vendor libraries made this a pain in the ass the debug)"}, {"post_id": 27737, "ts": "2026-07-13T15:46:53Z", "hours": 4.82, "text": "DAY 2: THE FOUNDATIONS Today, I actually wrote some “useful” code, and designed the major UI components for my offline dashboard. As you can see, it includes a bluetooth media player, pre downloaded schedule, and a continuously updating hardware status section. Tomorrow, I will add a visual status bar for the hardware, as well as work on implementing bluetooth. Follow along for day 3!"}, {"post_id": 24774, "ts": "2026-07-08T15:54:09Z", "hours": 1.7631, "text": "DAY 1 - THE LINE Believe it or not, after 2 hours of scrolling through vendor libraries and another hour of debugging my 20 line file, I finally printed a line on the screen (yes i might be a genius). Before that, I spent quite some time setting things up and importing libraries, and I ended up using the platformio IDE in vscode because I couldn’t stand the Arduino IDE. Anyways, I’m going to sleep now, proud of how far I’ve come!"}]...
|
Title: inkOS by @nigel | Stardance
Devlogs:
DAY 1 Title: inkOS by @nigel | Stardance
Devlogs:
DAY 1 - THE LINE Believe it or not, after 2 hours of scrolling through vendor libraries and another hour of debugging my 20 line file, I finally printed a line on the screen (yes i might be a genius). Before that, I spent quite some time setting things up and importing libraries, and I ended up using the platformio IDE in vscode because I couldn’t stand the Arduino IDE. Anyways, I’m going to sleep now, proud of how far I’ve come!
DAY 2: THE FOUNDATIONS Today, I actually wrote some “useful” code, and designed the major UI components for my offline dashboard. As you can see, it includes a bluetooth media player, pre downloaded schedule, and a continuously updating hardware status section. Tomorrow, I will add a visual status bar for the hardware, as well as work on implementing bluetooth. Follow along for day 3!
DAY 3-4: HOW’S THE WEATHER DOWN THERE (corny title i know) After numerous attempts to connect the display to my iphone via the nimBLE library, it never ended up working and I pivoted to working on the online dashboard - which I made decent progress on. To make things worse, my display ended up breaking, with vertical glitch stripes forming due to a small chip on the side on the screen I hadn’t noticed. I spent over 3 hours trying different methods to reset the display. Finally, I got WiFi working, and implemented the weather part of my online dashboard using the openweather API. Tomorrow, I will finish the “weather” section, possibly adding icons for visualization, and start on the “spotify” section, which will implement the spotfiy API. (i know it may seem like i didnt do much in 10 hours but the chip in the screen and outdated vendor libraries made this a pain in the ass the debug)...
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1793346939.3200638
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1793951739.3200638
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68314
|
inkan by @Vensin | Stardance
|
Vensin
|
0
|
11.67
|
0
|
[]
|
[{"post_id": 81199, "ts": "202 [{"post_id": 81199, "ts": "2026-10-20T08:12:20Z", "hours": 3.8042, "text": "Hello again my little Stardancers ✨ inkan 0.8.0 is out. This one is less about new tricks and more about making inkan something you can actually build on without it shifting under you. The big one: the API is stable now. Every function is marked either stable or experimental. Stable stuff won’t just change or disappear anymore. If I rename something, the old name keeps working with a warning for at least two versions and six months. Before freezing it I had the whole API reviewed and cleaned up the things I would have regretted later, like time options that were seconds in one place and milliseconds in another, or two different names for the same origin setting. There’s also a test now that fails the moment the public types change by accident. Then storage. Until now every feature kept its own little store in memory, so jobs and logins only worked in one process. Now there’s one Store in the core, and four new packages that plug into it: redis, postgres, mongo and mysql. You pass in your own database client, so none of them add a dependency. With one of those, jobs, sessions, logins and rate limits work across several processes and servers. Each adapter has to pass the same test suite, and they’re all tested against real database servers, not fakes. They also got a security review. That found a few real things, like a way to inject SQL into MySQL under unusual server settings, and that my login protection had become weaker than before. All fixed. Smaller stuff: React hooks for live data in @inkanjs /query, so you can show job progress or websocket messages with one hook websockets now also run on uWebSockets.js async handlers got faster and are now as fast as plain node:http on the benchmark a fix where the dev inspector could be reached when it shouldn’t About speed, honestly: on the GitHub runner inkan scored 91.0 and Fastify 89.9. inkan was ahead in two runs and level in the third, so I’m calling it level to slightly ahead, not faster. At first 0.8 even looked slower than 0.7, so I measured the CPU time per request separately, and it’s exactly the same as 0.7. The difference was the test machine moving around. One bug I only found during the release: on Node 22 a websocket that gets refused never tells you, it just waits forever. That’s fixed in 0.8.1. Next: I want to make writing adapters for other servers easier, and I still want someone from Fastify and Hono to look at my benchmark code. See you next time ✨"}, {"post_id": 77878, "ts": "2026-10-08T17:10:32Z", "hours": 1.4211, "text": "Hello again my little Stardancers ✨inkan 0.6.0 is out, and this one was a big one. The plan was simple to say and hard to do: make inkan faster than Fastify on plain node:http, without generating code at runtime the way Fastify does with new Function. I wrote a plan with phases, measured main before touching anything, and then went through it step by step, keeping only what the numbers carried.First the fixed costs. Every request used to make about twenty little objects where six would do, and the request id came from a random UUID. Now the id comes from a counter, everything a route can work out ahead of time is worked out once at start, and a request with a body is only routed once. That alone saved about four percent of CPU per request. Then something odd happened: over HTTP, under full load, it was ten percent slower, even though it spent less CPU. I spent a good while hunting that down, measuring one change at a time against the last one, and it turned out to be fields I had made lazy. Filled on first use, they cost more under load than they saved. Made at once again, and the ten percent were back.Then the schemas. Every schema now checks through one function made once from its rules, which I call its stamp, instead of walking the schema tree on every request. To make sure nothing changed, a test builds every schema twice, once the old way and once the new, and compares two thousand random schemas and values. Same values, same messages, same paths.Writing answers was the lesson of the week. My first idea was a writer in plain JavaScript that writes only what the contract lists in one pass. It was clean, and it was almost twice as slow as the native JSON.stringify. So it went. What stayed: a plain object that holds exactly what the contract lists goes straight to the native writer, and anything else is copied with only the declared fields first. While pinning the old writer down with tests I also found five places where it wrote something it should not have, and two of them could let a key the contract never listed slip out. All five are fixed.And the honest result: on the bench inkan 0.6.0 scores 89.1 against Fastify’s 88.6, with node:http as 100. That is level, not ahead, because the runs overlap, so I am not calling it faster. It is 5.5 percent faster than 0.5, and with inkan seal a body of 50 objects is checked faster than by any server on the bench. Every number, phase by phase, is in the repository, including the ideas that did not work.There is more than speed in this one. The context can answer with text, html, a redirect or a 404 now, and the html tag escapes everything you put into it, so a name someone typed can never become a script on your page. Layouts work per scope, cookies are safe by default, and a handler can hand back rows straight from a database cursor: they go out as they are read, each one trimmed to the contract, as JSON or as one line per row. ctx.csv writes a million rows without holding them in memory, ctx.signal stops a query when the client leaves or the time is up, and a route can cache its answers and ask the database once when ten people ask at the same time.The website got a new logo too, 印 between braces, and the docs now have a real API section with every method and every option in one place.Next up is winning the scenarios where Fastify is still ahead: small requests, the router and middleware. I have a few ideas.See you next time ✨"}, {"post_id": 77789, "ts": "2026-10-08T08:47:47Z", "hours": 1.1386, "text": "Hello again my little Stardancers ✨ It’s devlog time, and this one comes with a confession: I moved a real app onto inkan. Not a todo list. A real one with 55 routes, file uploads, backups of a couple hundred MB, sessions and a mail setup. It ran on Express, and I wanted to know what happens when inkan has to do real work. Turns out: mostly fine. But not completely. And that “not completely” turned into inkan 0.5.0 The first problem was request bodies. inkan read every body into memory, with one 1 MB limit for the whole app. Fine for JSON, less fine for “hey, can I upload this 2 GB backup?” No ❤️ So I paused the migration and fixed the framework first. 0.5.0 brings t.binary() for files sent as the request body, and t.stream() for real streaming uploads: your handler gets the upload chunk by chunk, so the file never sits in memory. Limits are per route, so one endpoint can take 2 GB while the rest stays at 1 MB. On the way I found a fun bug: when a stream hit its limit, or the server answered 401 before the upload was done, the connection could just… hang. Fixed, the response arrives and the rest gets drained properly Then the frontend. Now there’s serveStatic(): hashed assets cached for a year, index.html never stuck in a cache, and unknown routes fall back to the SPA. Except /api, where a typo gets a real 404 instead of your entire frontend 💅 compress() does Brotli and gzip, streams included. In the app I migrated, the bundle went from 75 KB to 18 KB. There’s also ctx.ip for the login rate limiter (Bun and Deno too), per-route body limits and app.bodyFor() for adapter authors. And the benchmarks say no potato: every scenario stayed within ±4% of main on the same GitHub runner. And then something else happened: inkan got integrations 🧩 All in one repo at github.com/inkanjs/integrations. @inkanjs /vite runs your API inside the Vite dev server, so frontend and API share one port. No proxy, no second terminal, just npm run dev. The API reloads on every save, each reload counts as a fresh restart so your timers don’t multiply, the docs and inspector links show up in Vite’s banner, and a broken API shows up in Vite’s error overlay. @inkanjs /next turns an inkan app into Next.js route handlers with one line, works with the Pages Router too, and has direct(app): a typed client for Server Components that calls your API in the same process. CI builds and starts a real Next.js app, because “works on my machine” isn’t a testing strategy. @inkanjs /query is for TanStack Query: keys and types straight from the API paths, failed responses as errors with the problem document, and a retry() that won’t retry a 404 until the heat death of the universe. @inkanjs /uws runs inkan on uWebSockets.js, with graceful shutdown and HTTPS, and it’s the fastest way to run inkan. Nuxt, SvelteKit, Astro and Remix don’t even need a package: app.fetch is enough, and the repo has recipes. And the migration? All 55 routes run on inkan now, split into files by area instead of one 1300-line index.js. Every test passes, the frontend didn’t change a single line, and dev went from two processes, two ports and a proxy to npm run dev on one port. Express, compression and concurrently are gone, 74 packages fewer A real project is great at showing you where your framework doesn’t hold up. inkan had a few of those places. Now it has fewer. npm install @vxnsin / [email protected] See you next time, Stardancers 🌙"}, {"post_id": 77562, "ts": "2026-10-07T14:20:08Z", "hours": 2.1539, "text": "Hello again my little Stardancers ✨ inkan 0.4.0 is out, and I closed the entire milestone in one day. Every single issue. I don’t know who I am anymore either. The one I’m proudest of: npx @vxnsin /inkan learn. It’s a tutorial that lives in your terminal. It sets up a tiny tea shop, gives you twelve quests, and checks your work every time you hit save. Forgot a validation rule? It tells you. Stuck? Press h for a hint, press it again for a less subtle hint. By quest 12 you’ve built routes, contracts, auth, hooks, plugins, and you’ve broken a client on purpose (for science). No other web framework ships a tutorial inside itself, so I figured: why not be the first one. inkan also got grown-up stuff this time. Hooks, plugins and decorators, so you can bolt on your own things without touching the core, and a little rate limiter built on exactly those APIs to prove it works. Routes can now live in a folder tree, routes/teas/[id].ts and friends. And inkan finally leaves the house: app.fetch runs it on Bun, Deno and serverless, workers: “auto” uses every CPU core you own, and there’s an adapter for uWebSockets.js if you want to go absolutely feral. Then there’s inkan seal. It stamps your contracts into plain code ahead of time, so big requests get checked in about half the time. No eval, no runtime magic, just a file you can actually read. And if your contract changes and you forget to reseal, inkan notices and quietly ignores the stale seal. It’s basically a very responsible goldfish. Speed check, because I promised honest numbers: on a fair benchmark inkan beats Hono, by 0.4 points. I’m choosing to celebrate that like it’s 40. Fastify is still a bit ahead, Express is still Express. But put inkan on the uWS adapter and it’s a third faster than plain Node itself. Who’s the framework now. Also: inkan moved into its own home at github.com/inkanjs, and routes can now say who’s allowed in (security: “bearer”) and actually mean it."}, {"post_id": 77516, "ts": "2026-10-07T09:35:21Z", "hours": 2.4317, "text": "Hello again my little Stardancers ✨ inkan 0.3.0 is out, and it has learned to read the room. Specifically: it now notices when you’re about to break things for everyone who depends on you. Which is more than I can say for some group projects. The big one is inkan diff. You give it the OpenAPI document from your last release and your app as it is now, and it tells you exactly which changes would make your clients cry. A field that suddenly became required? Breaking. A route you “cleaned up”? Very breaking. A new optional field? Totally fine, go off. Put it in CI and your pipeline turns red before your users do. Also new: npx @vxnsin /inkan examples drops a whole explained project into your folder. Six of them, from “hello” to “deploy”, each with a README that tells you what to read first and a list of ways to break it on purpose, because honestly that’s how we all learn anyway. There’s a typed client now too: your frontend gets its types straight from the server routes, no codegen, no ritual sacrifices. Typo in a path? It doesn’t compile. Beautiful. And the rest of the goodie bag: server-sent events with a schema per event (even endless streams can be tests now, don’t ask how, it’s magic and also a counter), file uploads with size and type limits, examples that build on each other (“create a tea, then fetch it”), request ids in every log line and every error, a replay button in the inspector that turns real traffic into examples, and you can now edit requests right on the docs page. Huge thanks to AndrewCMD for dates, refinements and recursive schemas, inkan’s brain got noticeably bigger."}, {"post_id": 77381, "ts": "2026-10-06T18:46:55Z", "hours": 0.3147, "text": "Hello again my little Stardancers ✨ inkan 0.2.0 is out, and it has trust issues now, just like my ex. The difference is that inkan’s trust issues are actually helpful. The big one: inkan check now tells you what you forgot to test. If your route promises a 409 but none of your examples ever triggers it, inkan points at it and says “that one, nobody checked that one.” Add –strict and your CI refuses to go green until you write that example. Your docs page shows the same hint, so the lie gets caught twice. Browsers can finally talk to inkan from another origin too. There’s a little cors() middleware, and OPTIONS requests get answered automatically instead of a sad 405. The terminal got its colours, RinZ27’s lifecycle hooks made it in, and the CLI now has real tests of its own. Releasing is one click now as well: a GitHub release publishes to npm with a signed link back to the exact commit, so you can check that what you install is what’s on GitHub."}, {"post_id": 77348, "ts": "2026-10-06T17:02:27Z", "hours": 0.4039, "text": "Hello my little Stardancers ✨ Devlog time! No ship yet, but here’s what’s been cooking. inkan (印鑑) is an API server for Node where the docs can’t lie. Every route gets one contract, and from that inkan validates requests, types your handler, writes OpenAPI and serves docs. The fun part: every example in the docs also runs as a test, so if your code drifts away from what the docs promise, inkan check goes red before anyone reads a lie. Zero dependencies, so your node_modules can finally rest. This week I merged my first community PR 🎉 It adds lifecycle hooks for connecting your database on startup and closing it cleanly on Ctrl+C. Before merging I caught two sneaky bugs: a failing startup hook took the whole server down, and a stuck shutdown hook could keep the process alive forever, like a guest who won’t leave the party. Both are fixed and tested. Next up is better logging, and then the ship is coming soon™ 🫡"}]...
|
Title: inkan by @Vensin | Stardance
Devlogs:
Hell Title: inkan by @Vensin | Stardance
Devlogs:
Hello my little Stardancers ✨ Devlog time! No ship yet, but here’s what’s been cooking. inkan (印鑑) is an API server for Node where the docs can’t lie. Every route gets one contract, and from that inkan validates requests, types your handler, writes OpenAPI and serves docs. The fun part: every example in the docs also runs as a test, so if your code drifts away from what the docs promise, inkan check goes red before anyone reads a lie. Zero dependencies, so your node_modules can finally rest. This week I merged my first community PR 🎉 It adds lifecycle hooks for connecting your database on startup and closing it cleanly on Ctrl+C. Before merging I caught two sneaky bugs: a failing startup hook took the whole server down, and a stuck shutdown hook could keep the process alive forever, like a guest who won’t leave the party. Both are fixed and tested. Next up is better logging, and then the ship is coming soon™ 🫡
Hello again my little Stardancers ✨ inkan 0.2.0 is out, and it has trust issues now, just like my ex. The difference is that inkan’s trust issues are actually helpful. The big one: inkan check now tells you what you forgot to test. If your route promises a 409 but none of your examples ever triggers it, inkan points at it and says “that one, nobody checked that one.” Add –strict and your CI refuses to go green until you write that example. Your docs page shows the same hint, so the lie gets caught twice. Browsers can finally talk to inkan from another origin too. There’s a little cors() middleware, and OPTIONS requests get answered automatically instead of a sad 405. The terminal got its colours, RinZ27’s lifecycle hooks made it in, and the CLI now has real tests of its own. Releasing is one click now as well: a GitHub release publishes to npm with a signed link back to the exact commit, so you can check that what you install is what’s on GitHub.
Hello again my little Stardancers ✨ inkan 0.3.0 is out, and it has learned to read the room. Specifically: it now notices when you’re about to break things for everyone who depends on you. Which is more than I can say for some group projects. The big one is inkan diff. You give it the OpenAPI document from your last release and your app as it is now, and it tells you exactly which changes would make your clients cry. A field that suddenly became required? Breaking. A route you “cleaned up”? Very breaking. A new optional field? Totally fine, go off. Put it in CI and your pipeline turns red before your users do. Also new: npx @vxnsin /inkan examples drops a whole explained project into your folder. Six of them, from “hello” to “deploy”, each with a README that tells you what to read first and a list of ways to break it on purpose, because honestly that’s how we all learn anyway. There’s a typed client now too: your frontend gets its types straight from the server routes, no codegen, no ritual sacrifices. Typo in a path? It doesn’t compile. Beautiful. And the rest of the goodie bag: server-sent events with a schema per event (even endless streams can be tests now, don’t ask how, it’s magic and also a counter), file uploads with size and type limits, examples that build on each other (“create a tea, then fetch it”), request ids in every log line and every error, a replay button in the inspector that turns real traffic into examples, and you can now edit requests right on the docs page. Huge thanks to AndrewCMD for dates, refinements and recursive schemas, inkan’s brain got noticeably bigger.
Hello again my little Stardancers ✨ inkan 0.4.0 is out, and I closed the entire milestone in one day. Every single issue. I don’t know who I am anymore either. The one I’m proudest of: npx @vxnsin /inkan learn. It’s a tutorial that lives in your terminal. It sets up a tiny tea shop, gives you twelve quests, and checks your work every time you hit save. Forgot a validation rule? It tells you. Stuck? Press h for a hint, press it again for a less subtle hint. By quest 12 you’ve built routes, contracts, auth, hooks, plugins, and you’ve broken a client on purpose (for science). No other web framework ships a tutorial inside itself, so I figured: why not be the first one. inkan also got grown-up stuff this time. Hooks, plugins and decorators, so you can bolt on your own things without touching the core, and a little rate limiter built on exactly those APIs to prove it works. Routes can now live in a folder tree, routes/teas/[id].ts and friends. And inkan finally leaves the house: app.fetch runs it on Bun, Deno and serverless, workers: “auto” uses every CPU core you own, and there’s an adapter for uWebSockets.js if you want to go absolutely feral. Then there’s inkan seal. It stamps your contracts into plain code ahead of time, so big requests get checked in about half the time. No eval, no runtime magic, just a file you can actually read. And if your contract changes and you forget to reseal, inkan notices and quietly ignores the stale seal. It’s basically a very responsible goldfish. Speed check, because I promised honest numbers: on a fair benchmark inkan beats Hono, by 0.4 points. I’m choosing to celebrate that like it’s 40. Fastify is still a bit ahead, Express is still Express. But put inkan on the uWS adapter and it’s a third faster than plain Node itself. Who’s the framework now. Also: inkan moved into its own home at github.com/inkanjs, and routes can now say who’s allowed in (security: “bearer”) and actually mean it.
Hello again my little Stardancers ✨ It’s devlog time, and this one comes with a confession: I moved a real app onto inkan. Not a todo list. A real one with 55 routes, file uploads, backups of a couple hundred MB, sessions and a mail setup. It ran on Express, and I wanted to know what happens when inkan has to do real work. Turns out: mostly fine. But not completely. And that “not completely” turned into inkan 0.5.0 The first problem was request bodies. inkan read every body into memory, with one 1 MB limit for the whole app. Fine for JSON, less fine for “hey, can I upload this 2 GB backup?” No ❤️ So I paused the migration and fixed the framework first. 0.5.0 brings t.binary() for files sent as the request body, and t.stream() for real streaming uploads: your handler gets the upload chunk by chunk, so the file never sits in memory. Limits are per route, so one endpoint can take 2 GB while the rest stays at 1 MB. On the way I found a fun bug: when a stream hit its limit, or the server answered 401 before the upload was done, the connection could just… hang. Fixed, the response arrives and the rest gets drained properly Then the frontend. Now there’s serveStatic(): hashed assets cached for a year, index.html never stuck in a cache, and unknown routes fall back to the SPA. Except /api, where a typo gets a real 404 instead of your entire frontend 💅 compress() does Brotli and gzip, streams included. In the app I migrated, the bundle went from 75 KB to 18 KB. There’s also ctx.ip for the login rate limiter (Bun and Deno too), per-route body limits and app.bodyFor() for adapter authors. And the benchmarks say no potato: every scenario stayed within ±4% of main on the same GitHub runner. And then something else happened: inkan got integrations 🧩 All in one repo at github.com/inkanjs/integrations. @inkanjs /vite runs your API inside the Vite dev server, so frontend and API share one port. No proxy, no second terminal, just npm run dev. The API reloads on every save, each reload counts as a fresh restart so your timers don’t multiply, the docs and inspector links show up in Vite’s banner, and a broken API shows up in Vite’s error overlay. @inkanjs /next turns an inkan app into Next.js route handlers with one line, works with the Pages Router too, and has direct(app): a typed client for Server Components that calls your API in the same process. CI builds and starts a real Next.js app, because “works on my machine” isn’t a testing strategy. @inkanjs /query is for TanStack Query: keys and types straight from the API paths, failed responses as errors with the problem document, and a retry() that won’t retry a 404 until the heat death of the universe. @inkanjs /uws runs inkan on uWebSockets.js, with graceful shutdown and HTTPS, and it’s the fastest way to run inkan. Nuxt, SvelteKit, Astro and Remix don’t even need a package: app.fetch is enough, and the repo has recipes. And the migration? All 55 routes run on inkan now, split into files by area instead of one 1300-line index.js. Every test passes, the frontend didn’t change a single line, and dev went from two processes, two ports and a proxy to npm run dev on one port. Express, compression and concurrently are gone, 74 packages fewer A real project is great at showing you where your framework doesn’t hold up. inkan had a few of those places. Now it has fewer. npm install @vxnsin / [email protected] See you next time, Stardancers 🌙
Hello again my little Stardancers ✨inkan 0.6.0 is out, and this one was a big one. The plan was simple to say and hard to do: make inkan faster than Fastify on plain node:http, without generating code at runtime the way Fastify does with new Function. I wrote a plan with phases, measured main before touching anything, and then went through it step by step, keeping only what the numbers carried.First the fixed costs. Every request used to make about twenty little objects where six would do, and the request id came from a random UUID. Now the id comes from a counter, everything a route can work out ahead of time is worked out once at start, and a request with a body is only routed once. That alone saved about four percent of CPU per request. Then something odd happened: over HTTP, under full load, it was ten percent slower, even though it spent less CPU. I spent a good while hunting that down, measuring one change at a time against the last one, and it turned out to be fields I had made lazy. Filled on first use, they cost more under load than they saved. Made at once again, and the ten percent were back.Then the schemas. Every schema now checks through one function made once from its rules, which I call its stamp, instead of walking the schema tree on every request. To make sure nothing changed, a test builds every schema twice, once the old way and once the new, and compares two thousand random schemas and values. Same values, same messages, same paths.Writing answers was the lesson of the week. My first idea was a writer in plain JavaScript that writes only what the contract lists in one pass. It was clean, and it was almost twice as slow as the native JSON.stringify. So it went. What stayed: a plain object that holds exactly what the contract lists goes straight to the native writer, and anything else is copied with only the declared fields first. While pinning the old writer down with tests I also found five places where it wrote something it should not have, and two of them could let a key the contract never listed slip out. All five are fixed.And the honest result: on the bench inkan 0.6.0 scores 89.1 against Fastify’s 88.6, with node:http as 100. That is level, not ahead, because the runs overlap, so I am not calling it faster. It is 5.5 percent faster than 0.5, and with inkan seal a body of 50 objects is checked faster than by any server on the bench. Every number, phase by phase, is in the repository, including the ideas that did not work.There is more than speed in this one. The context can answer with text, html, a redirect or a 404 now, and the html tag escapes everything you put into it, so a name someone typed can never become a script on your page. Layouts work per scope, cookies are safe by default, and a handler can hand back rows straight from a database cursor: they go out as they are read, each one trimmed to the contract, as JSON or as one line per row. ctx.csv writes a million rows without holding them in memory, ctx.signal stops a query when the client leaves or the time is up, and a route can cache its answers and ask the database once when ten people ask at the same time.The website got a new logo too, 印 between braces, and the docs now have a real API section with every method and every option in one place.Next up is winning the scenarios where Fastify is still ahead: small requests, the router and middleware. I have a few ideas.See you next time ✨
Hello again my little Stardancers ✨ inkan 0.8.0 is out. This one is less about new tricks and more about making inkan something you can actually build on without it shifting under you. The big one: the API is stable now. Every function is marked either stable or experimental. Stable stuff won’t just change or disappear anymore. If I rename something, the old name keeps working with a warning for at least two versions and six months. Before freezing it I had the whole API reviewed and cleaned up the things I would have regretted later, like time options that were seconds in one place and milliseconds in another, or two different names for the same origin setting. There’s also a test now that fails the moment the public types change by accident. Then storage. Until now every feature kept its own little store in memory, so jobs and logins only worked in one process. Now there’s one Store in the core, and four new packages that plug into it: redis, postgres, mongo and mysql. You pass in your own database client, so none of them add a dependency. With one of those, jobs, sessions, logins and rate limits work across several processes and servers. Each adapter has to pass the same test suite, and they’re all tested against real database servers, not fakes. They also got a security review. That found a few real things, like a way to inject SQL into MySQL under unusual server settings, and that my login protection had become weaker than before. All fixed. Smaller stuff: React hooks for live data in @inkanjs /query, so you can show job progress or websocket messages with one hook websockets now also run on uWebSockets.js async handlers got faster and are now as fast as plain node:http on the benchmark a fix where the dev inspector could be reached when it shouldn’t About speed, honestly: on the GitHub runner inkan scored 91.0 and Fastify 89.9. inkan was ahead in two runs and level in the third, so I’m calling it level to slightly ahead, not faster. At first 0.8 even looked slower than 0.7, so I measured the CPU time per request separately, and it’s exactly the same as 0.7. The difference was the test machine moving around. One bug I only found during the release: on Node 22 a websocket that gets refused never tells you, it just waits forever. That’s fixed in 0.8.1. Next: I want to make writing adapters for other servers easier, and I still want someone from Fastify and Hono to look at my benchmark code. See you next time ✨...
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1793119953.4862025
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1793724753.4862025
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9914
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innovation club by @Adarsh | Stardance
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Adarsh
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0
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1.36
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0
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[]
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[{"post_id": 8527, "ts": "2026 [{"post_id": 8527, "ts": "2026-06-14T05:39:27Z", "hours": 1.3636, "text": "i have remade the theme and then i add structures as u can see on video"}]...
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Title: innovation club by @Adarsh | Stardance
Dev Title: innovation club by @Adarsh | Stardance
Devlogs:
i have remade the theme and then i add structures as u can see on video...
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1793253177.6149797
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1793857977.6149797
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23046
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insert cool name by @glorified-kumquat | Stardance
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glorified-kumquat
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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: insert cool name by @glorified-kumquat | St Title: insert cool name by @glorified-kumquat | Stardance...
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1793494122.9409513
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1794098922.9409513
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42931
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inspireFlow by @Cret | Stardance
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Cret
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1
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20.0
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74
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T03:40:35Z", "hours": 20.0, "multiplier": 5.89, "payout": 74, "blessing": "neutral", "text": "Thank you to visit here. I am the frontend developer You can create a new account or use our demo account demo account: pawntest2026 password: test123456789abc", "repo": "https://github.com/AdvxPlora2026/inspire-flow-frontend", "demo": "https://testflight.apple.com/join/ezvT3SN9"}]...
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[{"post_id": 42419, "ts": "202 [{"post_id": 42419, "ts": "2026-08-07T03:34:32Z", "hours": 0.4786, "text": "I want to add English support first. And then I give up"}, {"post_id": 40600, "ts": "2026-08-04T07:55:13Z", "hours": 19.1381, "text": "InspireFlow An AI-powered creative workflow assistant for creators. InspireFlow (升变) is a project built by a team of high school students during AdventureX 2026. It explores how AI can help creators manage the journey from an initial idea to a finished piece of content, while keeping their creative assets organized and under their control. What are we building? Creating content often involves scattered ideas, unfinished drafts, collaboration messages, brand requirements, and production plans across different tools. InspireFlow aims to provide a unified workflow where creators can: Capture and organize creative ideas Transform rough thoughts into structured content plans Assist with outlines, scripts, and production workflows using AI Keep track of creative assets and collaboration history Create verifiable records for important creative materials The goal is to make the creative process more organized, transparent, and easier to manage. Why InspireFlow? Many creators spend significant time developing ideas, writing drafts, and communicating with collaborators. However, these valuable creative assets are often stored across disconnected platforms, making it difficult to track ownership, changes, and the evolution of an idea. InspireFlow explores a different approach: creators should have better visibility and control over the creative process behind their work. How it works InspireFlow combines several technologies: AI assistance — helping creators structure ideas and improve workflows On-device processing — designed to keep sensitive creative information local whenever possible iOS application — providing a native experience for creators Hardware interaction — integrating with devices such as smart rings for easier idea capture Blockchain-based records — exploring ways to create verifiable records for creative assets Current Status InspireFlow is currently a prototype/demo developed during AdventureX 2026. The project was built within a short hackathon timeframe, including: A complete iOS demo application AI-assisted creative workflows Hardware integration experiments A prototype for creative asset verification There is still a lot to improve, and we are continuing to explore how AI can better support creators. Vision From the first spark of an idea to the final delivery, creators should have a clearer and more connected workflow. InspireFlow is an experiment toward building tools that help creators focus on creativity while maintaining better control over their creative process."}]...
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Title: inspireFlow by @Cret | Stardance
Devlogs:
Title: inspireFlow by @Cret | Stardance
Devlogs:
InspireFlow An AI-powered creative workflow assistant for creators. InspireFlow (升变) is a project built by a team of high school students during AdventureX 2026. It explores how AI can help creators manage the journey from an initial idea to a finished piece of content, while keeping their creative assets organized and under their control. What are we building? Creating content often involves scattered ideas, unfinished drafts, collaboration messages, brand requirements, and production plans across different tools. InspireFlow aims to provide a unified workflow where creators can: Capture and organize creative ideas Transform rough thoughts into structured content plans Assist with outlines, scripts, and production workflows using AI Keep track of creative assets and collaboration history Create verifiable records for important creative materials The goal is to make the creative process more organized, transparent, and easier to manage. Why InspireFlow? Many creators spend significant time developing ideas, writing drafts, and communicating with collaborators. However, these valuable creative assets are often stored across disconnected platforms, making it difficult to track ownership, changes, and the evolution of an idea. InspireFlow explores a different approach: creators should have better visibility and control over the creative process behind their work. How it works InspireFlow combines several technologies: AI assistance — helping creators structure ideas and improve workflows On-device processing — designed to keep sensitive creative information local whenever possible iOS application — providing a native experience for creators Hardware interaction — integrating with devices such as smart rings for easier idea capture Blockchain-based records — exploring ways to create verifiable records for creative assets Current Status InspireFlow is currently a prototype/demo developed during AdventureX 2026. The project was built within a short hackathon timeframe, including: A complete iOS demo application AI-assisted creative workflows Hardware integration experiments A prototype for creative asset verification There is still a lot to improve, and we are continuing to explore how AI can better support creators. Vision From the first spark of an idea to the final delivery, creators should have a clearer and more connected workflow. InspireFlow is an experiment toward building tools that help creators focus on creativity while maintaining better control over their creative process.
I want to add English support first. And then I give up
Ships:
Thank you to visit here. I am the frontend developer You can create a new account or use our demo account demo account: pawntest2026 password: test123456789abc...
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1793595333.9930775
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1793681733.9930775
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7540
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instabilitysense by @avanish | Stardance
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avanish
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0
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1.21
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0
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[]
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[{"post_id": 8999, "ts": "2026 [{"post_id": 8999, "ts": "2026-06-15T00:13:10Z", "hours": 0.5808, "text": "started programming second module, not finished yet, getting all part numbers and finding correct libraries takes some time. ill be back to finish programming this one in a bit so i can test it."}, {"post_id": 7281, "ts": "2026-06-12T04:17:21Z", "hours": 0.6333, "text": "i created the code for one of two modules, uploaded onto Arduino IDE as i required certain libraries so that i could test it on my esp32."}]...
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Title: instabilitysense by @avanish | Stardance
D Title: instabilitysense by @avanish | Stardance
Devlogs:
i created the code for one of two modules, uploaded onto Arduino IDE as i required certain libraries so that i could test it on my esp32.
started programming second module, not finished yet, getting all part numbers and finding correct libraries takes some time. ill be back to finish programming this one in a bit so i can test it....
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1793530096.9525719
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1794134896.9525719
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24844
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interactive arhtemise 2 mission by @rayyanbaqai | interactive arhtemise 2 mission by @rayyanbaqai | Stardance...
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rayyanbaqai
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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: interactive arhtemise 2 mission by @rayyanb Title: interactive arhtemise 2 mission by @rayyanbaqai | Stardance...
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1793389949.6378107
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1793994749.6378107
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39447
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interactive portfolio! by @shijia | Stardance
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shijia
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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: interactive portfolio! by @shijia | Stardan Title: interactive portfolio! by @shijia | Stardance...
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1793508789.3726792
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1794113589.3726792
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45771
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interactive radar by @heathjerrymtb | Stardance
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heathjerrymtb
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0
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1.31
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0
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[]
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[{"post_id": 43769, "ts": "202 [{"post_id": 43769, "ts": "2026-08-09T06:08:29Z", "hours": 1.3086, "text": "i am working a radar that spins back and forth 180 degrees using a ldr on a servo"}]...
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Title: interactive radar by @heathjerrymtb | Stard Title: interactive radar by @heathjerrymtb | Stardance
Devlogs:
i am working a radar that spins back and forth 180 degrees using a ldr on a servo...
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1793353923.103863
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1793958723.103863
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8633
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interactive tarkov map by @volovykartem | Stardanc interactive tarkov map by @volovykartem | Stardance...
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volovykartem
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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: interactive tarkov map by @volovykartem | S Title: interactive tarkov map by @volovykartem | Stardance...
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1793364944.1380248
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1793969744.1380248
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19938
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intercept-dynamics by @thought_ed | Stardance
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thought_ed
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1
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18.26
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83
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T00:02:57Z", "hours": 6.0, "multiplier": 14.33, "payout": 83, "blessing": "neutral", "text": "I succesfully made an Orbital Simulator based off leapfrog algorithms and put it on a website. The orbits are simulated (not static), and will change if you apply a change to its velocity This is my first step in making a website to teach orbital mechanics, my future goal being to simulate 2 craft succesfully rendezvousing on different orbits, and to make it a fun way to learn other different mechanics Hope yall like it", "repo": "https://github.com/Thought-ed/intercept-dynamics", "demo": "https://thought-ed.github.io/intercept-dynamics/"}]...
|
[{"post_id": 30813, "ts": "202 [{"post_id": 30813, "ts": "2026-07-18T18:52:41Z", "hours": 4.3358, "text": "Big UI Revamp + Orbital Schematics (0.1.4) The UI has been revamped for aesthetics, and fonts, boxes, and corners have been changed. An orbital schematic box has been added to show an orbit’s preview, a simple thrust trail is shown, and earth is now made of colorful triangles I haven’t worked on this for a while now, so there’s a big update The next step is probably to add new celestial bodies like the moon for lunar injections, and new UI boxes As always, web demo updated, check it out :D"}, {"post_id": 12036, "ts": "2026-06-19T17:09:02Z", "hours": 2.7314, "text": "Trajectory path and conic patch labels (0.1.3) You can now toggle between craft path trail and the future trajectory path, for a KSP-like view. The conic patches also have color labels now This took more time than I expected, debugging is nuts Next objective will be to make a 2D/3D switch where you can move your camera around As always, web demo updated, check it out :D"}, {"post_id": 11627, "ts": "2026-06-18T22:52:48Z", "hours": 1.9978, "text": "Earth updates, coordinate change for 3D, better trails (0.1.2/c) Added nicer visuals to earth (kudos to @0xSabrina for advice, will add landmasses or clouds in the future), made trail look better with fading, and changed the coordinate axes (initially x-y because 2D, but then I wanted to change it to a top down view, and for a drop-in 3D implementation, now x-z (top down view for an equatorial orbit) The earth now spins as well Hopefully, next update works on the trajectory prediction, and then add the 3D camera Long term, I’d like to add small lessons on orbital mechanics As always, web demo updated, check it out :D"}, {"post_id": 10910, "ts": "2026-06-17T21:42:46Z", "hours": 1.5919, "text": "UI Revamp, Pannin’ and Zoomin’ (0.1.2/b) Added the ability to pan and zoom the viewport, added an inoperable view settings box (hopefully for the next update), and made the UI look a little bit cooler Next steps are making a trajectory orbit display, instead of the trail shown (history trail) As always, demo webpage updated, check it out :D"}, {"post_id": 10402, "ts": "2026-06-17T03:04:05Z", "hours": 1.0264, "text": "Attitude / Thruster System Implementation (0.1.2) Added a propulsion system to our boy sputnik. Values visibly change in the telemetry box Controllable with WASD Next steps would be to make a trajectory prediction / Orbit preview system (KSP Like), crash detection, and visible thruster feedback As always, demo updated, check it out"}, {"post_id": 10345, "ts": "2026-06-17T00:56:39Z", "hours": 0.5811, "text": "I organized everything in the main code file into neat functions (0.1.1) (it was some sort of linear madness before), but now its better I noticed the craft was being somewhat obscured behind the planet (it is already 3D), so I switched to an ortographic camera and adjusted some other things My next step will be enabling craft control, so that orbits can look nicely"}, {"post_id": 10321, "ts": "2026-06-16T23:59:06Z", "hours": 4.2653, "text": "Good progress (0.1.0) I moved the project from running locally and moved it to a webpage. Instead of using semi-kepler formulas, I changed it to the Velocity Verlet formula (a (kick-drift-kick leapfrog integrator) integration due to value instability. Switched to Javascript over from python for the webpage. Currently rendering in threejs for a future 3D implementation Hope to add multiple crafts soon for rendezvous tutorials Check it out, the demo is live :D"}, {"post_id": 10020, "ts": "2026-06-16T15:57:41Z", "hours": 1.555, "text": "Hey, first devlog here I got inspired by big games like KSP, and got really interested in orbital mechanics There are lots of people that don’t understand how orbits work out there, and the idea of getting 2 spacecrafts within 5 meters of each other while each is moving so fast, at a humongous distance, is honestly an insane feat I hope my project can help represent how these mechanics work, show and teach phasing orbits and intercepting properly Here is the first implementation, using matplotlib graphs to display orbits. I’d then like to move that to a webpage, using a Three.js implementation for it to look nicely, and possibly get a nice 3D rendering. I hope this helps someone learn something eventually"}]...
|
Title: intercept-dynamics by @thought_ed | Stardan Title: intercept-dynamics by @thought_ed | Stardance
Devlogs:
Hey, first devlog here I got inspired by big games like KSP, and got really interested in orbital mechanics There are lots of people that don’t understand how orbits work out there, and the idea of getting 2 spacecrafts within 5 meters of each other while each is moving so fast, at a humongous distance, is honestly an insane feat I hope my project can help represent how these mechanics work, show and teach phasing orbits and intercepting properly Here is the first implementation, using matplotlib graphs to display orbits. I’d then like to move that to a webpage, using a Three.js implementation for it to look nicely, and possibly get a nice 3D rendering. I hope this helps someone learn something eventually
Good progress (0.1.0) I moved the project from running locally and moved it to a webpage. Instead of using semi-kepler formulas, I changed it to the Velocity Verlet formula (a (kick-drift-kick leapfrog integrator) integration due to value instability. Switched to Javascript over from python for the webpage. Currently rendering in threejs for a future 3D implementation Hope to add multiple crafts soon for rendezvous tutorials Check it out, the demo is live :D
I organized everything in the main code file into neat functions (0.1.1) (it was some sort of linear madness before), but now its better I noticed the craft was being somewhat obscured behind the planet (it is already 3D), so I switched to an ortographic camera and adjusted some other things My next step will be enabling craft control, so that orbits can look nicely
Attitude / Thruster System Implementation (0.1.2) Added a propulsion system to our boy sputnik. Values visibly change in the telemetry box Controllable with WASD Next steps would be to make a trajectory prediction / Orbit preview system (KSP Like), crash detection, and visible thruster feedback As always, demo updated, check it out
UI Revamp, Pannin’ and Zoomin’ (0.1.2/b) Added the ability to pan and zoom the viewport, added an inoperable view settings box (hopefully for the next update), and made the UI look a little bit cooler Next steps are making a trajectory orbit display, instead of the trail shown (history trail) As always, demo webpage updated, check it out :D
Earth updates, coordinate change for 3D, better trails (0.1.2/c) Added nicer visuals to earth (kudos to @0xSabrina for advice, will add landmasses or clouds in the future), made trail look better with fading, and changed the coordinate axes (initially x-y because 2D, but then I wanted to change it to a top down view, and for a drop-in 3D implementation, now x-z (top down view for an equatorial orbit) The earth now spins as well Hopefully, next update works on the trajectory prediction, and then add the 3D camera Long term, I’d like to add small lessons on orbital mechanics As always, web demo updated, check it out :D
Trajectory path and conic patch labels (0.1.3) You can now toggle between craft path trail and the future trajectory path, for a KSP-like view. The conic patches also have color labels now This took more time than I expected, debugging is nuts Next objective will be to make a 2D/3D switch where you can move your camera around As always, web demo updated, check it out :D
Big UI Revamp + Orbital Schematics (0.1.4) The UI has been revamped for aesthetics, and fonts, boxes, and corners have been changed. An orbital schematic box has been added to show an orbit’s preview, a simple thrust trail is shown, and earth is now made of colorful triangles I haven’t worked on this for a while now, so there’s a big update The next step is probably to add new celestial bodies like the moon for lunar injections, and new UI boxes As always, web demo updated, check it out :D
Ships:
I succesfully made an Orbital Simulator based off leapfrog algorithms and put it on a website. The orbits are simulated (not static), and will change if you apply a change to its velocity This is my first step in making a website to teach orbital mechanics, my future goal being to simulate 2 craft succesfully rendezvousing on different orbits, and to make it a fun way to learn other different mechanics Hope yall like it...
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1793616962.5524068
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1793703362.5524068
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41808
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interconnecta by @Ramithu | Stardance
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Ramithu
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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: interconnecta by @Ramithu | Stardance
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1793148587.6572456
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1793753387.6572456
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17711
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interesting shelf by @rishan | Stardance
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rishan
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0
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9.1
|
0
|
[]
|
[{"post_id": 43037, "ts": "202 [{"post_id": 43037, "ts": "2026-08-08T02:49:33Z", "hours": 1.6517, "text": "Finished splitting the arms into pieces and made 3 part studios that have all the individual parts inside of them, organized to make the printing process more efficient by reducing overhangs and minimizing space taken up. Now the cads done :)"}, {"post_id": 40301, "ts": "2026-08-03T18:52:20Z", "hours": 0.9361, "text": "Split the main part fully now just need to split the movable arms and I’m done with cad!"}, {"post_id": 39158, "ts": "2026-08-01T21:56:06Z", "hours": 1.2092, "text": "Started splitting the parts. I completed all of the parts on the bottom. Some of them are a little long at 235mm so if I don’t get anyone with a printer bed of that size I might have to modify it."}, {"post_id": 37330, "ts": "2026-07-29T23:32:06Z", "hours": 0.5436, "text": "Made that ledge at the top of the shelf so that it’s hangable and also looked at common plywood sizes and resized the side holes so that the wood can fit. The overall design is done and now all I need to do is make it into pieces so that it can fit on a printer bed"}, {"post_id": 29924, "ts": "2026-07-17T03:03:34Z", "hours": 0.4814, "text": "So I realized that I could use my shelf for more stuff so I made these little rings intended to hold things like keychains"}, {"post_id": 29290, "ts": "2026-07-16T03:18:27Z", "hours": 0.3908, "text": "Did some pretty small things. I made the second screw thing to lock with the one that I made in the previous devlog. Then I also made a mirrored version of the arm so that the holes aligned with both sides."}, {"post_id": 28711, "ts": "2026-07-15T04:11:30Z", "hours": 1.4297, "text": "Ok so I added holes on the arms for the shelf boards to slide into like how there is on the bottom of the main part. I also deepend the holes that were on the main part for the shelf boards because I realized that theres was nothing to hold them in place from behind and it would’ve been really unstable. To add extra stability I also added a “spike” on the arm to keep it steady horizontally and so that it wiggles around less and added another hole on the main part to acccomodate for this. And then finally I made this thing attached in the picture I don’t know what to call it but its purpose is to keep the arms in place so I guess its function is sort of like a screw. This part alone doesn’t do anything by itself, I’m gonna make another part that you put inside of this part and then twist to create that joint which hopefully won’t come apart easily. And yeah thats pretty much it."}, {"post_id": 23821, "ts": "2026-07-06T23:56:27Z", "hours": 1.9878, "text": "So instead of deciding between the boxy shelf and the triangle shelf, I decided on making it convertible. I did this by separating the “arms” from the main shelf as shown below. It took a while to get all the measurements right but I finally perfected the rotating part. Now I need to add holes in the arms for the plates to slide into, I’m gonna try to add something to keep the arm more steady when it’s in the triangle shape, and then split it into pieces so it fits on a printer bed!"}, {"post_id": 8384, "ts": "2026-06-13T22:56:06Z", "hours": 0.4733, "text": "made prototypes for how I want the shelf to look and gonna decide if I want it more like a box or triangular"}]...
|
Title: interesting shelf by @rishan | Stardance
D Title: interesting shelf by @rishan | Stardance
Devlogs:
made prototypes for how I want the shelf to look and gonna decide if I want it more like a box or triangular
So instead of deciding between the boxy shelf and the triangle shelf, I decided on making it convertible. I did this by separating the “arms” from the main shelf as shown below. It took a while to get all the measurements right but I finally perfected the rotating part. Now I need to add holes in the arms for the plates to slide into, I’m gonna try to add something to keep the arm more steady when it’s in the triangle shape, and then split it into pieces so it fits on a printer bed!
Ok so I added holes on the arms for the shelf boards to slide into like how there is on the bottom of the main part. I also deepend the holes that were on the main part for the shelf boards because I realized that theres was nothing to hold them in place from behind and it would’ve been really unstable. To add extra stability I also added a “spike” on the arm to keep it steady horizontally and so that it wiggles around less and added another hole on the main part to acccomodate for this. And then finally I made this thing attached in the picture I don’t know what to call it but its purpose is to keep the arms in place so I guess its function is sort of like a screw. This part alone doesn’t do anything by itself, I’m gonna make another part that you put inside of this part and then twist to create that joint which hopefully won’t come apart easily. And yeah thats pretty much it.
Did some pretty small things. I made the second screw thing to lock with the one that I made in the previous devlog. Then I also made a mirrored version of the arm so that the holes aligned with both sides.
So I realized that I could use my shelf for more stuff so I made these little rings intended to hold things like keychains
Made that ledge at the top of the shelf so that it’s hangable and also looked at common plywood sizes and resized the side holes so that the wood can fit. The overall design is done and now all I need to do is make it into pieces so that it can fit on a printer bed
Started splitting the parts. I completed all of the parts on the bottom. Some of them are a little long at 235mm so if I don’t get anyone with a printer bed of that size I might have to modify it.
Split the main part fully now just need to split the movable arms and I’m done with cad!
Finished splitting the arms into pieces and made 3 part studios that have all the individual parts inside of them, organized to make the printing process more efficient by reducing overhangs and minimizing space taken up. Now the cads done :)...
|
1793145158.0383606
|
1793749958.0383606
|
|
36393
|
internet archive DS by @mikhailnotfish | Stardance
|
mikhailnotfish
|
1
|
33.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T23:53:42Z", "hours": 33.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "internetarchiveDS has been completed! i have changed the UI, made a 754 page long essay of a readME, and made a very detailed instruction manual of how to download and setup the program (it isnt plug and play) a suppose there isnt very much else to do now, i hope you have a nintendo DS! or you’ll have to download a video, as proof that it works. (sorry its big i tried to compress it)", "repo": "https://github.com/mikhailnotfish/InternetArchiveDS", "demo": "https://github.com/mikhailnotfish/proof-it-works/releases/tag/v1.0"}]...
|
[{"post_id": 75853, "ts": "202 [{"post_id": 75853, "ts": "2026-10-01T10:49:13Z", "hours": 5.4669, "text": "LADIES AND GENTLEMEN i am very happy to announce that, INTERNETARCHIVEDS IS ALMOST FINISHED!!!! in the previous devlog, i was facing a guru meditation error. i figured out that it was because i misspelt “ITCM” as “ITC” and therefore the whole video parser didnt load. one letter. i know. now, i have had about a thousand different issues with macroblock alignment, and finally figured out the issue- the AUDIO. i know, the audion has nothing to do with the video, but it ACTUALLY DOES! you see, the audio is loaded in before every frame… and the way gericom did it worked for itag7, but doesnt work for any other mpeg4 version. that audio placement, sets the macroblock back by one frame every time, corrupting the video. but now, i put a filter into the php server to only search for videos 20MiB and under, so that they play fast fast. now that the whole pull echo flush system works, all i need to do is remove the debug code, (it takes forever) change the ui, and picture for the top screen, and internetarchiveDS will be ready for you to use!!! if you have a ds of course. also i encoded a video to test on it, here it is for you guys to see!"}, {"post_id": 67193, "ts": "2026-09-13T07:56:08Z", "hours": 5.2714, "text": "as stardance begins to come to an end, the time crunch begins to get more serious. in these past 5 hours, i have gotten search to work perfectly, and ran into a guru meditation error, with some very strange hexadecimal values. for example the first 3 rows are all 00000000 and address and pc are both 00000030. things like r8 are ffffffff, and the stackdump is very unusual. there is a photo for you to see the stackdump for yourself. so far im still trying to get the vidfeo to play, i havent even started on the json parser yet! im using a pre- encoded video! anyway stay tuned to see if my 10 day holiday lock in will let me finish this project, and obtain the ultimate prize from the shop."}, {"post_id": 52184, "ts": "2026-08-22T08:41:22Z", "hours": 6.9197, "text": "ladies and gentlemen DO I HAVE A STORY TO TELL! i know, its been 20 days scince my last devlog… but ive made some uncomprehendable progress on the project. in these 7 hours, i have managed to get the proxy server to work with the archive, ive managed to get the dsi to not guru meditate, and actually connect to the wifi using the old wpa wifi protocol! that was the problem with the library im using, DSWIFI. the ersion of dswifi im using, is an old one, from 10 years ago. back befre the 2.0 update when they added calcio. back then dswifi didnt hav support for anything other that wpa, no wap, 1,2,3 nothing. after that, i actally managed to get working search results! i hosted the php proxy using msys bash, whatever works i guess, and the dsi is now recieving and transmitting requests and data through the proxy to the internetarchive. but my next bottleneck! back ten years ago, you tube was really weak, primitive, low quality. and even then, the dsi had do you every last rescource on te lowest data type, ITAG 7, to be able to run. but the project extracts RAW JSON METADATA, which as you know can be really bulky. so my next move will be to make a filter for my php server, to only show results under a certain size, so the json metadata will be processable."}, {"post_id": 39326, "ts": "2026-08-02T07:25:10Z", "hours": 1.6669, "text": "today I spent a lot of time investigating the original YouTubeDS ROM to figure out what is missing and why my rebuilt version does not perfectly match the original.The good news: I was able to confirm that the ROM filesystem is not the issue. Using Tinke and ndstool, I extracted both the original ROM and my rebuilt ROM, then compared all of the files inside them. The fonts, keyboard assets, menus, logos, and other resources are identical.This means the problem is somewhere deeper: inside the compiled ARM9 binary.The original YouTubeDS ARM9 is around 447KB, while my rebuilt version is around 335KB. That missing size is not from assets or files — it is from the compiled code itself. Right now I do not know exactly what is different between the two builds, and without more information it is difficult to recreate the original binary.I have also been looking through the source code, build files, and compiler output to find possible causes, but the remaining possibilities are things like different compiler settings, missing build steps, or code that was present in Gericom’s original environment but is not available anymore.At this point, the biggest step forward is waiting for a response from Gericom. Since he created YouTubeDS originally, he may be able to provide information about the original build environment, missing files, or how the original ROM was produced.Until then, there is not much more I can safely change without risking moving further away from the original. The current goal is still to preserve YouTubeDS and make it usable again for InternetArchiveDS, since the original YouTube API it depended on shut down years ago.For now, the investigation continues — but we have narrowed the problem down from “the whole ROM is different” to “the compiled ARM9 does not match the original.”"}, {"post_id": 36940, "ts": "2026-07-29T10:55:05Z", "hours": 6.9997, "text": "Today I did something I genuinely did not think I would be able to do.I revived an old Nintendo DS homebrew project.The goal was not to remake YouTubeDS, but to bring the original project back to life so it could be preserved and used as inspiration for future projects like InternetArchiveDS. The journey was much harder than I expected.At the start, I had a folder full of old source code, but the world it was built for was mostly gone. Libraries were missing, build files were outdated, and the project depended on old versions of tools that were no longer set up correctly. I spent hours digging through Makefiles, finding missing dependencies, rebuilding libraries manually, and trying to understand how everything connected.There were so many moments where it felt like I was one error away from giving up. I had to rebuild parts of the devkit environment, compile libraries like libfat again, fix linker issues, repair paths, and figure out why the final ROM packaging step kept failing.The most frustrating part was that the code itself was fine. The challenge was rebuilding the entire devkitpro system around it.After around 14 hours of debugging, something incredible happened.The build finally completed.I copied the ROM onto my DSi, launched it, and saw it load exactly like the original compiled version. No extra steps, no broken menus, no weird crashes. It was the exact moment where every tiny fix, every error message, and every hour of searching suddenly became worth it.Seeing old code from years ago come alive again on real hardware was an amazing feeling. This project reminded me why I love programming: sometimes the biggest victories come from solving problems nobody else sees."}, {"post_id": 34435, "ts": "2026-07-25T04:39:23Z", "hours": 4.2336, "text": "Today I spent my time trying to bring YouTubeDS, an open-source Nintendo DS homebrew application created by Gericom, back to life. While I expected to spend most of the session coding, nearly all of my progress came from reverse engineering and troubleshooting an outdated development environment. I tracked down missing source files, resolved linker errors caused by an absent API key, and compared my rebuilt binaries against the original ROM to understand why they behaved differently.After digging through Makefiles, compiler output, map files, and the generated ROM headers, I discovered that the project was originally built using an older version of devkitPro and libnds. Modern releases automatically link against the newer Calico runtime, producing binaries that differ significantly from the original build and refuse to run correctly. I experimented with build flags, linker specifications, and library configurations before confirming that the real solution is recreating the original toolchain rather than patching the project itself.Although I haven’t produced a working ROM just yet, I now understand exactly why the project fails on modern tools. The next step is installing an older version of the Nintendo DS development environment so the application can be rebuilt as it was originally intended. Even though this was a debugging-heavy session, I made meaningful progress toward preserving and reviving an abandoned piece of Nintendo DS homebrew."}, {"post_id": 30608, "ts": "2026-07-18T10:06:51Z", "hours": 2.7964, "text": "TODAY: i tried to compile my 10 year old software, debug some binary, download gh repositories, TRY FOR ONE BLOODY HOUR TO FIGURE OUT WHY IT WOULDNT COMPILE figured out why it wouldnt compile, realize that linux is too hard, and fell asleep. then i decideed i would try again, debugged some code, and found that it wouldnt compile because it thought somthing didnt exist. im going to try to fix it, if anyone knows linux mesage me pleease"}]...
|
Title: internet archive DS by @mikhailnotfish | St Title: internet archive DS by @mikhailnotfish | Stardance
Devlogs:
TODAY: i tried to compile my 10 year old software, debug some binary, download gh repositories, TRY FOR ONE BLOODY HOUR TO FIGURE OUT WHY IT WOULDNT COMPILE figured out why it wouldnt compile, realize that linux is too hard, and fell asleep. then i decideed i would try again, debugged some code, and found that it wouldnt compile because it thought somthing didnt exist. im going to try to fix it, if anyone knows linux mesage me pleease
Today I spent my time trying to bring YouTubeDS, an open-source Nintendo DS homebrew application created by Gericom, back to life. While I expected to spend most of the session coding, nearly all of my progress came from reverse engineering and troubleshooting an outdated development environment. I tracked down missing source files, resolved linker errors caused by an absent API key, and compared my rebuilt binaries against the original ROM to understand why they behaved differently.After digging through Makefiles, compiler output, map files, and the generated ROM headers, I discovered that the project was originally built using an older version of devkitPro and libnds. Modern releases automatically link against the newer Calico runtime, producing binaries that differ significantly from the original build and refuse to run correctly. I experimented with build flags, linker specifications, and library configurations before confirming that the real solution is recreating the original toolchain rather than patching the project itself.Although I haven’t produced a working ROM just yet, I now understand exactly why the project fails on modern tools. The next step is installing an older version of the Nintendo DS development environment so the application can be rebuilt as it was originally intended. Even though this was a debugging-heavy session, I made meaningful progress toward preserving and reviving an abandoned piece of Nintendo DS homebrew.
Today I did something I genuinely did not think I would be able to do.I revived an old Nintendo DS homebrew project.The goal was not to remake YouTubeDS, but to bring the original project back to life so it could be preserved and used as inspiration for future projects like InternetArchiveDS. The journey was much harder than I expected.At the start, I had a folder full of old source code, but the world it was built for was mostly gone. Libraries were missing, build files were outdated, and the project depended on old versions of tools that were no longer set up correctly. I spent hours digging through Makefiles, finding missing dependencies, rebuilding libraries manually, and trying to understand how everything connected.There were so many moments where it felt like I was one error away from giving up. I had to rebuild parts of the devkit environment, compile libraries like libfat again, fix linker issues, repair paths, and figure out why the final ROM packaging step kept failing.The most frustrating part was that the code itself was fine. The challenge was rebuilding the entire devkitpro system around it.After around 14 hours of debugging, something incredible happened.The build finally completed.I copied the ROM onto my DSi, launched it, and saw it load exactly like the original compiled version. No extra steps, no broken menus, no weird crashes. It was the exact moment where every tiny fix, every error message, and every hour of searching suddenly became worth it.Seeing old code from years ago come alive again on real hardware was an amazing feeling. This project reminded me why I love programming: sometimes the biggest victories come from solving problems nobody else sees.
today I spent a lot of time investigating the original YouTubeDS ROM to figure out what is missing and why my rebuilt version does not perfectly match the original.The good news: I was able to confirm that the ROM filesystem is not the issue. Using Tinke and ndstool, I extracted both the original ROM and my rebuilt ROM, then compared all of the files inside them. The fonts, keyboard assets, menus, logos, and other resources are identical.This means the problem is somewhere deeper: inside the compiled ARM9 binary.The original YouTubeDS ARM9 is around 447KB, while my rebuilt version is around 335KB. That missing size is not from assets or files — it is from the compiled code itself. Right now I do not know exactly what is different between the two builds, and without more information it is difficult to recreate the original binary.I have also been looking through the source code, build files, and compiler output to find possible causes, but the remaining possibilities are things like different compiler settings, missing build steps, or code that was present in Gericom’s original environment but is not available anymore.At this point, the biggest step forward is waiting for a response from Gericom. Since he created YouTubeDS originally, he may be able to provide information about the original build environment, missing files, or how the original ROM was produced.Until then, there is not much more I can safely change without risking moving further away from the original. The current goal is still to preserve YouTubeDS and make it usable again for InternetArchiveDS, since the original YouTube API it depended on shut down years ago.For now, the investigation continues — but we have narrowed the problem down from “the whole ROM is different” to “the compiled ARM9 does not match the original.”
ladies and gentlemen DO I HAVE A STORY TO TELL! i know, its been 20 days scince my last devlog… but ive made some uncomprehendable progress on the project. in these 7 hours, i have managed to get the proxy server to work with the archive, ive managed to get the dsi to not guru meditate, and actually connect to the wifi using the old wpa wifi protocol! that was the problem with the library im using, DSWIFI. the ersion of dswifi im using, is an old one, from 10 years ago. back befre the 2.0 update when they added calcio. back then dswifi didnt hav support for anything other that wpa, no wap, 1,2,3 nothing. after that, i actally managed to get working search results! i hosted the php proxy using msys bash, whatever works i guess, and the dsi is now recieving and transmitting requests and data through the proxy to the internetarchive. but my next bottleneck! back ten years ago, you tube was really weak, primitive, low quality. and even then, the dsi had do you every last rescource on te lowest data type, ITAG 7, to be able to run. but the project extracts RAW JSON METADATA, which as you know can be really bulky. so my next move will be to make a filter for my php server, to only show results under a certain size, so the json metadata will be processable.
as stardance begins to come to an end, the time crunch begins to get more serious. in these past 5 hours, i have gotten search to work perfectly, and ran into a guru meditation error, with some very strange hexadecimal values. for example the first 3 rows are all 00000000 and address and pc are both 00000030. things like r8 are ffffffff, and the stackdump is very unusual. there is a photo for you to see the stackdump for yourself. so far im still trying to get the vidfeo to play, i havent even started on the json parser yet! im using a pre- encoded video! anyway stay tuned to see if my 10 day holiday lock in will let me finish this project, and obtain the ultimate prize from the shop.
LADIES AND GENTLEMEN i am very happy to announce that, INTERNETARCHIVEDS IS ALMOST FINISHED!!!! in the previous devlog, i was facing a guru meditation error. i figured out that it was because i misspelt “ITCM” as “ITC” and therefore the whole video parser didnt load. one letter. i know. now, i have had about a thousand different issues with macroblock alignment, and finally figured out the issue- the AUDIO. i know, the audion has nothing to do with the video, but it ACTUALLY DOES! you see, the audio is loaded in before every frame… and the way gericom did it worked for itag7, but doesnt work for any other mpeg4 version. that audio placement, sets the macroblock back by one frame every time, corrupting the video. but now, i put a filter into the php server to only search for videos 20MiB and under, so that they play fast fast. now that the whole pull echo flush system works, all i need to do is remove the debug code, (it takes forever) change the ui, and picture for the top screen, and internetarchiveDS will be ready for you to use!!! if you have a ds of course. also i encoded a video to test on it, here it is for you guys to see!
Ships:
internetarchiveDS has been completed! i have changed the UI, made a 754 page long essay of a readME, and made a very detailed instruction manual of how to download and setup the program (it isnt plug and play) a suppose there isnt very much else to do now, i hope you have a nintendo DS! or you’ll have to download a video, as proof that it works. (sorry its big i tried to compress it)...
|
1793670862.2585301
|
1793757262.2585301
|
|
40535
|
internetRecap by @pratyushv_1 | Stardance
|
pratyushv_1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: internetRecap by @pratyushv_1 | Stardance
|
1793163225.6714783
|
1793768025.6714783
|
|
35231
|
internet_bot by @planema | Stardance
|
planema
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T21:35:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot called internet_bot. It has 4 commands that all start with /internet_bot so they dont collide with other bots. Help gives a list of commands, ping gives the latency in ms, download shows the download speed in mbps, and hello says hi. The most challenging part was figuring out the terminal scripts to get it running. The thing I am most proud of is probably that I actually got it running 24/7 with nest and that it works now!", "repo": "https://github.com/dacowpilot/Slack-Internet_bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BHYPEMHC1"}]...
|
[{"post_id": 29769, "ts": "202 [{"post_id": 29769, "ts": "2026-07-16T21:22:06Z", "hours": 0.2667, "text": "The slack demo is live on https://hackclub.enterprise.slack.com/archives/C0BHYPEMHC1 !!! It actually has 4 commands i forgot about the last one /internet_bot-hello it jsut says hi. Also I made the GitHub readme so I am ready to ship"}, {"post_id": 29734, "ts": "2026-07-16T20:33:11Z", "hours": 0.6664, "text": "I deployed my project to nest so it is running 24/7!!! I also made some changes now it’s an internet bot so it can help you see how fast it is or what the ping is . there are 3 functions, /Internet_bot-help, /Internet_bot-download, and /Internet_bot-ping."}, {"post_id": 29137, "ts": "2026-07-15T20:26:38Z", "hours": 0.76, "text": "I Coded my first slack bot in vs code it has 3 slash commands right now and it is going to be a help bot called supportbot."}]...
|
Title: internet_bot by @planema | Stardance
Devlo Title: internet_bot by @planema | Stardance
Devlogs:
I Coded my first slack bot in vs code it has 3 slash commands right now and it is going to be a help bot called supportbot.
I deployed my project to nest so it is running 24/7!!! I also made some changes now it’s an internet bot so it can help you see how fast it is or what the ping is . there are 3 functions, /Internet_bot-help, /Internet_bot-download, and /Internet_bot-ping.
The slack demo is live on https://hackclub.enterprise.slack.com/archives/C0BHYPEMHC1 !!! It actually has 4 commands i forgot about the last one /internet_bot-hello it jsut says hi. Also I made the GitHub readme so I am ready to ship
Ships:
I made a slack bot called internet_bot. It has 4 commands that all start with /internet_bot so they dont collide with other bots. Help gives a list of commands, ping gives the latency in ms, download shows the download speed in mbps, and hello says hi. The most challenging part was figuring out the terminal scripts to get it running. The thing I am most proud of is probably that I actually got it running 24/7 with nest and that it works now!...
|
1793659796.2249446
|
1793746196.2249446
|
|
1877
|
interstellarmath by @pranshi27123 | Stardance
|
pranshi27123
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T17:53:14Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a project on number theory + space , the challenging part was doing all the maths on my own and no usage of numpy and as I am new in this field I haven’t created that good project with some cool frontend I just made what I started thinking instantly a few days back and this is a terminal based python application", "repo": "https://github.com/pranshi532/interstellarmath", "demo": "https://github.com/pranshi532/interstellarmath/blob/main/main.py"}]...
|
[{"post_id": 923, "ts": "2026- [{"post_id": 923, "ts": "2026-06-02T17:46:01Z", "hours": 1.4464, "text": "Finally the Maths has been done"}, {"post_id": 387, "ts": "2026-06-01T19:04:33Z", "hours": 0.9597, "text": "Finally one last main.py file left , spent the midnight building researchreport.py . Strictly stdlib, so I couldn’t lean on rich . Had to manually handle column alignment using f-string width specifiers. Took two iterations to get the spacing right when the sequence names or percentages varied in length"}, {"post_id": 327, "ts": "2026-06-01T16:55:46Z", "hours": 0.5353, "text": "Started the project today. Decided early on to lock myself into the standard library . No numpy ,no bin,no math shortcuts.If I’m testing mathematical structures survive cosmic noise,I should build the math from scratch .It forces me to actually understand the algorithms instead of leaning of abstraction"}]...
|
Title: interstellarmath by @pranshi27123 | Stardan Title: interstellarmath by @pranshi27123 | Stardance
Devlogs:
Started the project today. Decided early on to lock myself into the standard library . No numpy ,no bin,no math shortcuts.If I’m testing mathematical structures survive cosmic noise,I should build the math from scratch .It forces me to actually understand the algorithms instead of leaning of abstraction
Finally one last main.py file left , spent the midnight building researchreport.py . Strictly stdlib, so I couldn’t lean on rich . Had to manually handle column alignment using f-string width specifiers. Took two iterations to get the spacing right when the sequence names or percentages varied in length
Finally the Maths has been done
Ships:
I made a project on number theory + space , the challenging part was doing all the maths on my own and no usage of numpy and as I am new in this field I haven’t created that good project with some cool frontend I just made what I started thinking instantly a few days back and this is a terminal based python application...
|
1793595048.1819036
|
1793681448.1819036
|
|
14851
|
inventory management system by @pabasaramadhawa | inventory management system by @pabasaramadhawa | Stardance...
|
pabasaramadhawa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: inventory management system by @pabasaramad Title: inventory management system by @pabasaramadhawa | Stardance...
|
1793141551.2939458
|
1793746351.2939458
|
|
43382
|
inverted pendulum with reaction wheel by @hazmat65 inverted pendulum with reaction wheel by @hazmat659 | Stardance...
|
hazmat659
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: inverted pendulum with reaction wheel by @h Title: inverted pendulum with reaction wheel by @hazmat659 | Stardance...
|
1793220481.4641957
|
1793825281.4641957
|
|
17007
|
investomedia by @Prathamesh | Stardance
|
Prathamesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: investomedia by @Prathamesh | Stardance
|
1793253143.0162277
|
1793857943.0162277
|
|
25530
|
invincibleOSv0.001byDUCKisCUTE by @Duckiscute | St invincibleOSv0.001byDUCKisCUTE by @Duckiscute | Stardance...
|
Duckiscute
|
0
|
2.09
|
0
|
[]
|
[{"post_id": 16138, "ts": "202 [{"post_id": 16138, "ts": "2026-06-26T07:18:46Z", "hours": 2.0944, "text": "Phone compatible because i don’t have a PC, you can leave a note if you want hehe"}]...
|
Title: invincibleOSv0.001byDUCKisCUTE by @Duckiscu Title: invincibleOSv0.001byDUCKisCUTE by @Duckiscute | Stardance
Devlogs:
Phone compatible because i don’t have a PC, you can leave a note if you want hehe...
|
1793483264.240628
|
1794088064.240628
|
|
42388
|
invite.io by @Leon36 | Stardance
|
Leon36
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: invite.io by @Leon36 | Stardance
|
1792950889.6187682
|
1793814889.6187682
|
|
10860
|
invoice app by @Mehdi-Hassan | Stardance
|
Mehdi-Hassan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: invoice app by @Mehdi-Hassan | Stardance
|
1793418875.837859
|
1794023675.837859
|
|
56770
|
ion kno by @Nathan336 | Stardance
|
Nathan336
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ion kno by @Nathan336 | Stardance
|
1793400496.741612
|
1794005296.741612
|
|
35531
|
iot smart farm prototype code by @izzyjm | Stardan iot smart farm prototype code by @izzyjm | Stardance...
|
izzyjm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iot smart farm prototype code by @izzyjm | Title: iot smart farm prototype code by @izzyjm | Stardance...
|
1793263951.0202467
|
1793868751.0202467
|
|
28236
|
iouhsuig by @pigeon_ | Stardance
|
pigeon_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iouhsuig by @pigeon_ | Stardance
|
1793389892.9768836
|
1793994692.9768836
|
|
47108
|
ip-port-scanner by @quinten6780 | Stardance
|
quinten6780
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T16:44:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "use this tool to scan for open ports, you can choose to scan your own ip or a custom ip how to use: start the tool select a scan modus select an ip", "repo": "https://github.com/quinten6780/Port-scanner", "demo": "https://huggingface.co/spaces/quinten6780/my-port-scanner/tree/main"}]...
|
[{"post_id": 45856, "ts": "202 [{"post_id": 45856, "ts": "2026-08-12T16:07:58Z", "hours": 0.3308, "text": "fixed small bug, socket wasn’t stoping"}]...
|
Title: ip-port-scanner by @quinten6780 | Stardance Title: ip-port-scanner by @quinten6780 | Stardance
Devlogs:
fixed small bug, socket wasn’t stoping
Ships:
use this tool to scan for open ports, you can choose to scan your own ip or a custom ip how to use: start the tool select a scan modus select an ip...
|
1793595308.4701622
|
1793681708.4701622
|
|
9228
|
iphone 8 by @christin3 | Stardance
|
christin3
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iphone 8 by @christin3 | Stardance
|
1793263871.6592278
|
1793868671.6592278
|
|
36086
|
iphone post design by @mohamedouhra004 | Stardance
|
mohamedouhra004
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iphone post design by @mohamedouhra004 | St Title: iphone post design by @mohamedouhra004 | Stardance...
|
1793285538.4817958
|
1793890338.4817958
|
|
44817
|
ipod by @spiderman17 | Stardance
|
spiderman17
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ipod by @spiderman17 | Stardance
|
1793296560.7549415
|
1793901360.7549415
|
|
71631
|
iprod by @muhammad_haseeb_ahmed_QJ | Stardance
|
muhammad_haseeb_ahmed_QJ
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iprod by @muhammad_haseeb_ahmed_QJ | Starda Title: iprod by @muhammad_haseeb_ahmed_QJ | Stardance...
|
1793130439.3975768
|
1793735239.3975768
|
|
13503
|
irl kahoot controller by @kyra | Stardance
|
kyra
|
0
|
0.53
|
0
|
[]
|
[{"post_id": 5222, "ts": "2026 [{"post_id": 5222, "ts": "2026-06-08T22:38:13Z", "hours": 0.5303, "text": "onshape my beloved moved this project over from blueprint!! this is just a little project for my elementary scioly students who LOVE kahoot but don’t have access to devices after school so far: i’ve written code for the arduino (uses basic bluetooth low energy to send out color button presses) i’ve written code so that the arduino works with my laptop and a python script i’m like 90% done with very scuffed 3d model (gotta add button holders and fix tolerances) next: need to create a kahoot client when an arduino connects to my laptop need to make a web interface so i dont have to go to terminal every time i wanna use this i have about a week to leave this project at a good stopping point before camp!"}]...
|
Title: irl kahoot controller by @kyra | Stardance
Title: irl kahoot controller by @kyra | Stardance
Devlogs:
onshape my beloved moved this project over from blueprint!! this is just a little project for my elementary scioly students who LOVE kahoot but don’t have access to devices after school so far: i’ve written code for the arduino (uses basic bluetooth low energy to send out color button presses) i’ve written code so that the arduino works with my laptop and a python script i’m like 90% done with very scuffed 3d model (gotta add button holders and fix tolerances) next: need to create a kahoot client when an arduino connects to my laptop need to make a web interface so i dont have to go to terminal every time i wanna use this i have about a week to leave this project at a good stopping point before camp!...
|
1793415059.673565
|
1794019859.673565
|
|
66875
|
isInBibleBot by @siemvk | Stardance
|
siemvk
|
0
|
0.79
|
0
|
[]
|
[{"post_id": 75375, "ts": "202 [{"post_id": 75375, "ts": "2026-09-29T21:33:19Z", "hours": 0.7892, "text": "I got a bible imported! i would make a better screenshot but my macos screenshot tool broke"}]...
|
Title: isInBibleBot by @siemvk | Stardance
Devlog Title: isInBibleBot by @siemvk | Stardance
Devlogs:
I got a bible imported! i would make a better screenshot but my macos screenshot tool broke...
|
1793105327.4883914
|
1793710127.4883914
|
|
52481
|
isbellOS by @S-64 | Stardance
|
S-64
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: isbellOS by @S-64 | Stardance
|
1793443822.1831353
|
1794048622.1831353
|
|
9944
|
isflac by @temidaradev | Stardance
|
temidaradev
|
1
|
2.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T11:20:12Z", "hours": 2.0, "multiplier": 12.06, "payout": 20, "blessing": "neutral", "text": "I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho", "repo": "https://github.com/temidaradev/isflac", "demo": "https://crates.io/crates/isflac"}]...
|
[{"post_id": 9171, "ts": "2026 [{"post_id": 9171, "ts": "2026-06-15T11:19:17Z", "hours": 0.7067, "text": "fixed inconsistent scans so and also added recursive scanning"}, {"post_id": 3602, "ts": "2026-06-06T16:29:56Z", "hours": 0.9619, "text": "it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d"}]...
|
Title: isflac by @temidaradev | Stardance
Devlogs Title: isflac by @temidaradev | Stardance
Devlogs:
it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d
fixed inconsistent scans so and also added recursive scanning
Ships:
I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho...
|
1793620528.543237
|
1793706928.543237
|
|
15933
|
ishi by @deploybuild | Stardance
|
deploybuild
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ishi by @deploybuild | Stardance
|
1793364492.639723
|
1793969292.639723
|