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979
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Chess 2 by @kalabros64 | Stardance
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kalabros64
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0
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1.19
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[{"post_id": 613, "ts": "2026- [{"post_id": 613, "ts": "2026-06-02T03:34:33Z", "hours": 1.1894, "text": "Made board generate based on a Width and Row. It can also ignore specific tiles if needed"}]...
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Title: Chess 2 by @kalabros64 | Stardance
Devlogs Title: Chess 2 by @kalabros64 | Stardance
Devlogs:
Made board generate based on a Width and Row. It can also ignore specific tiles if needed...
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1792713219.949977
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1793318019.949977
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980
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My awesome macropad! by @xp95_dude | Stardance
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xp95_dude
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Title: My awesome macropad! by @xp95_dude | Starda Title: My awesome macropad! by @xp95_dude | Stardance...
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2DPX by @QKing | Stardance
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QKing
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Title: 2DPX by @QKing | Stardance
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1793152610.7688353
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982
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Untitled by @xp95_dude | Stardance
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xp95_dude
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Title: Untitled by @xp95_dude | Stardance
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BAYMAX by @not_BPS | Stardance
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not_BPS
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Title: BAYMAX by @not_BPS | Stardance
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1793242503.3725605
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1793847303.3725605
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984
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EVENT HORIZON by @Yourhomie | Stardance
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Yourhomie
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0
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5.41
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0
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[]
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[{"post_id": 9883, "ts": "2026 [{"post_id": 9883, "ts": "2026-06-16T11:10:29Z", "hours": 0.9714, "text": "hey ! again looks like there is no one watching ,y progress no worries i will still devlog because its hard to not share this is my 3 rd devlog , i am working on project event horizon a 3d interactive web project for control the giants of universe like wormhole and black holes with some other funs like stars , galaxy etc. the second big hurdle the travel motion of the owrmhole is completed the travel from galaxy a to b get ready to get a bit hynosis by the fading and circular motion in the gameplay . despite being a project which require big and heavy gpu to process the black hole and wormhole i have made it simply lovely by applying the correct physics but also having good hader graphics which can easily soothe your gpu without getting the fans on overhaulš¤£. this is the video of the wormhole travel see for youself and once again dont get hypnotized by it and starting to dreamwalk šš¤£š¤£. project currently in making , status dev -3 ."}, {"post_id": 5663, "ts": "2026-06-09T15:18:27Z", "hours": 3.355, "text": "good news the black hole rendering code worked , i thought the marching effects would cook my gpu but it somehow help up. the wormhole is currently in making ."}, {"post_id": 225, "ts": "2026-06-01T10:34:31Z", "hours": 1.0886, "text": "A cool space and universe simulator with simulation to interact like black holes , wormholes , galaxy , and even goverming those scary equations of sir. Einstein. bear you gpu for some feat because this simulation uses real time equation solving to give the best simulation possible on your device . currently in making ."}]...
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Title: EVENT HORIZON by @Yourhomie | Stardance
De Title: EVENT HORIZON by @Yourhomie | Stardance
Devlogs:
A cool space and universe simulator with simulation to interact like black holes , wormholes , galaxy , and even goverming those scary equations of sir. Einstein. bear you gpu for some feat because this simulation uses real time equation solving to give the best simulation possible on your device . currently in making .
good news the black hole rendering code worked , i thought the marching effects would cook my gpu but it somehow help up. the wormhole is currently in making .
hey ! again looks like there is no one watching ,y progress no worries i will still devlog because its hard to not share this is my 3 rd devlog , i am working on project event horizon a 3d interactive web project for control the giants of universe like wormhole and black holes with some other funs like stars , galaxy etc. the second big hurdle the travel motion of the owrmhole is completed the travel from galaxy a to b get ready to get a bit hynosis by the fading and circular motion in the gameplay . despite being a project which require big and heavy gpu to process the black hole and wormhole i have made it simply lovely by applying the correct physics but also having good hader graphics which can easily soothe your gpu without getting the fans on overhaulš¤£. this is the video of the wormhole travel see for youself and once again dont get hypnotized by it and starting to dreamwalk šš¤£š¤£. project currently in making , status dev -3 ....
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1792688033.4240205
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1793292833.4240205
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985
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Starventure by @averyocean65 | Stardance
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averyocean65
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0
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16.81
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0
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[]
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[{"post_id": 7370, "ts": "2026 [{"post_id": 7370, "ts": "2026-06-12T09:00:57Z", "hours": 1.3567, "text": "I canāt find a solution that works for me with the default Unity Rigidbody system. So I have an idea.. What if I write my own? I could write my own physics system so I can have more control over how the velocity is calculated in an object. But, then Iād also need to do my own collision system logic, so Iāve been thinking⦠what if I make this game with a bareknuckles engine, like raylib? It honestly feels like it might be easier for me, since it would load and run faster than Unity, use way less resources which would let me develop quicker on my laptop. One can maybe see the Unity project as a prototype. It served the purpose of showcasing that I can figure out the necessities for making a game of this caliber, and to show me how much I dislike Unityās physics system for this sort of work, especially with how my laptop interacts with Unity. Iām gonna look into a new engine for this project. And worst case, Iāll write one myself. Maybe Iāll just write my own physics engine in Unity so I can keep the comfort features of the engine. Weāll see. Happy coding."}, {"post_id": 5167, "ts": "2026-06-08T21:00:18Z", "hours": 1.1794, "text": "Phew, this took me a while, mainly because my school laptop is slow as heck! But, hey, now you can have rotating objects! As seen here, the player stays aligned with the object until it leaves the confines of the āatmosphereā of the spaceship, where you can then see the spaceship swing around the planet in an ellipse shape as it spins! How much fun! I also fixed a fix I made for the visitor system, as well as changing the crosshair (Iāll be adding interactables soon and so I want to have different crosshairs for when you can interact with something and when you canāt). Oh, and, I fixed the realignment code for the player to snap the player to the desired gravity after the while-loop is complete. This is mainly so if I adjust the realignment speed to something ridiculous that it will still result in the correct gravity being set. Anyhow, that is all for now. Have a lovely day fellas, and I hope me being sick doesnāt interfere with the development of this too much. Tomorrow I want to add interactables and an inventory system, although I should probably focus on the player movement rewrite. I guess weāll see! Happy coding!"}, {"post_id": 4514, "ts": "2026-06-07T21:03:32Z", "hours": 2.7433, "text": "So, Iāve been working on two very cool things for Starventure in the past few days. First off, a sprinting system! Fairly obvious, you can sprint and you can drain stamina, just like the jetpack. Easy as that! Speaking of stamina, I changed the DepletableResource script to only accept drainers, because trying to balance drainers and restorers became very confusing and inefficient when you only had two systems using the same resource, so I fixed that, yay! I have also abstracted a good chunk of the gravity/planet system, so now we can have cool things such as homogeneous gravity fields! This is, as you can see, going to be used in space stations, because.. well itād be weird if your gravity was spherical whilst you were standing on a plane, right? Iād definitely say so. So, whatās up next? Well, I do wanna work more on the player controller to fix a bug thatās been plaguing me a good deal ever since I made the player force-based, when I limit the player gravity, I also limit the fall speed and jetpack force of the player! This wouldnāt be an issue if I was using regular gravity systems, but due to the complexity of gravity that is ever-changing and affects multiple axes at times, Iāll have to think of a solution. My main idea right now is to either get rid of acceleration forces and only move the player through impulses, which means thereās no need for a speed limiter, or something else. Or calculating the actual gravity velocity at runtime and approximating the raw movement forces. Or maybe I just calculate the forces right then and there and call rb.AddForce with ForceMode.VelocityChange at each FixedUpdate call once.. ⦠that last one seems the most doable. Iāll keep yāall in the loop. For now, Iāll work a bit on the camera rotation system, since travelling between gravity sources while your camera is rotating is⦠not fun. See yāall!"}, {"post_id": 2399, "ts": "2026-06-04T21:10:44Z", "hours": 3.3364, "text": "Alright, letās do this. So, as I promised, I finally did something about the horrendous visuals of the past devlogs. Now, itās still not the prettiest game ever, but I think the textures I got from ambientCG definitely make this more pleasing to look at! Also, I revamped the player movement and jumping⦠why? Because moving on moving planets didnāt work at all! So, now the player movement mainly consists of a bunch of wacky _rb.AddForce(ā¦) calls, as well as a somewhat janky speed limiter that I definitely have to work on, or⦠I could call the slow falling speed a feature⦠letās do that, itās a feature of the jetpack now. Also, as I just mentioned, the jump has been replaced by a jetback! Now you can float around a planet⦠until your stamina (or fuel) runs out. Oh, right, that blue bar in the top left of the game view is the stamina bar, just incase you had no idea what itās there for. So all of that definitely took me a considerable amount of time, especially since I had to wrap my mind around how I wanna handle jumping and gravity and limiting the playerās speed all at the same time. The system isnāt perfect, but, eh, screw it. Good enough. Now I will head off, talk with some friends, and maybe code more after that. But for now, Iām gonna take a break until tomorrow. Happy coding! And remember that you are all awesome!"}, {"post_id": 1703, "ts": "2026-06-03T21:20:38Z", "hours": 1.0617, "text": "Welp, this took me longer than I want to admit, but⦠you can finally jump between planets without your playerās view suddenly snapping and disorienting you. Now it still disorients you, but smoothly~ Iām very happy with how this is turning out and I am honestly just so glad I finally have this working, it was such a major headache. I really, really, wanted to use DOTween for this, but for the sake of me I cannot figure out how to make it work properly, actually writing this I have an idea. Iām gonna try that, but for now, Iām using a regular coroutine. Now, Iām getting bored of looking at these bland cubes, spheres and this default skybox. I wanna make it feel more like space. Time for dev art! Happy coding!"}, {"post_id": 1671, "ts": "2026-06-03T20:13:49Z", "hours": 2.2319, "text": "Alright, more stuff to showcase! This time I worked on an orbiting system, so I can make stuff spin around other stuff, how neat! Iām mainly going to be using this system for stuff like space stations, which Iāll add later on in development, or moons. Also, since I made it so the orbit ellipse is actually an ellipse! Which means I could make a full on solar system! I am planning to do that, btw, I made a whole visitor system which parents StellarObjects like the player or scrap you might drag along with you to the player theyāre currently on (which is determind by if theyāve collided with the AtmosphereCollider). So, hey. Things are looking pretty good, if I do say so myself. Now, Iām gonna go fix up the system for changing the player rotation when you jump between planets. Happy coding!"}, {"post_id": 827, "ts": "2026-06-02T14:50:19Z", "hours": 3.2586, "text": "Alright! More stuff to showcase! Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly. My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since itās encouraged to post hilarious fails, here you go. First attachment is exactly that lol. Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(ā¦), so I opted for that instead. Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around. Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, thatās an issue Iām going to fix soon, as well as some small visuals, like a better skybox. Also, you can hop between planets! I havenāt added camera smoothing to it yet, but itās still super cool to do. Jumping off a planetās atmosphere just to fly into anotherās⦠so much fun! Maybe youāll be able to do that with asteroids in the future or something⦠Weāll see! For now, thanks for reading, and happy coding!"}, {"post_id": 344, "ts": "2026-06-01T17:26:08Z", "hours": 0.4478, "text": "I added custom gravity, yay! It was honestly weirdly simple. The most complex part of it was honestly calculating the gravity vector for the rigidbody class. But now, I can have my cubes falling onto a planet, or even cruising through zero G! This is such a small thing, but itās so exciting for me. Time to work on the player controller!"}, {"post_id": 226, "ts": "2026-06-01T10:34:39Z", "hours": 0.8183, "text": "Ok, Iāve been working on getting the StellarRigidbodies to detect when they enter a planet. For that I made a brand new AtmosphereCollider class, as well as a new tag, just so thinks set themselves up automatically. Now I just need to calculate the gravity vector and somehow apply it on the rigidbody and we should have (very basic) planet gravity working! Yay! Thanks for reading, and happy coding!"}, {"post_id": 217, "ts": "2026-06-01T09:36:53Z", "hours": 0.3786, "text": "Hello there! Iāve just started work on a project Iāve been meaning to work on for a long time⦠Starventure! Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Manās Sky! Youāll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets. Or at least, thatās the hope! Right now Iāve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Letās hope this goes well, and happy coding! (also happy pride month!)"}]...
|
Title: Starventure by @averyocean65 | Stardance
D Title: Starventure by @averyocean65 | Stardance
Devlogs:
Hello there! Iāve just started work on a project Iāve been meaning to work on for a long time⦠Starventure! Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Manās Sky! Youāll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets. Or at least, thatās the hope! Right now Iāve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Letās hope this goes well, and happy coding! (also happy pride month!)
Ok, Iāve been working on getting the StellarRigidbodies to detect when they enter a planet. For that I made a brand new AtmosphereCollider class, as well as a new tag, just so thinks set themselves up automatically. Now I just need to calculate the gravity vector and somehow apply it on the rigidbody and we should have (very basic) planet gravity working! Yay! Thanks for reading, and happy coding!
I added custom gravity, yay! It was honestly weirdly simple. The most complex part of it was honestly calculating the gravity vector for the rigidbody class. But now, I can have my cubes falling onto a planet, or even cruising through zero G! This is such a small thing, but itās so exciting for me. Time to work on the player controller!
Alright! More stuff to showcase! Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly. My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since itās encouraged to post hilarious fails, here you go. First attachment is exactly that lol. Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(ā¦), so I opted for that instead. Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around. Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, thatās an issue Iām going to fix soon, as well as some small visuals, like a better skybox. Also, you can hop between planets! I havenāt added camera smoothing to it yet, but itās still super cool to do. Jumping off a planetās atmosphere just to fly into anotherās⦠so much fun! Maybe youāll be able to do that with asteroids in the future or something⦠Weāll see! For now, thanks for reading, and happy coding!
Alright, more stuff to showcase! This time I worked on an orbiting system, so I can make stuff spin around other stuff, how neat! Iām mainly going to be using this system for stuff like space stations, which Iāll add later on in development, or moons. Also, since I made it so the orbit ellipse is actually an ellipse! Which means I could make a full on solar system! I am planning to do that, btw, I made a whole visitor system which parents StellarObjects like the player or scrap you might drag along with you to the player theyāre currently on (which is determind by if theyāve collided with the AtmosphereCollider). So, hey. Things are looking pretty good, if I do say so myself. Now, Iām gonna go fix up the system for changing the player rotation when you jump between planets. Happy coding!
Welp, this took me longer than I want to admit, but⦠you can finally jump between planets without your playerās view suddenly snapping and disorienting you. Now it still disorients you, but smoothly~ Iām very happy with how this is turning out and I am honestly just so glad I finally have this working, it was such a major headache. I really, really, wanted to use DOTween for this, but for the sake of me I cannot figure out how to make it work properly, actually writing this I have an idea. Iām gonna try that, but for now, Iām using a regular coroutine. Now, Iām getting bored of looking at these bland cubes, spheres and this default skybox. I wanna make it feel more like space. Time for dev art! Happy coding!
Alright, letās do this. So, as I promised, I finally did something about the horrendous visuals of the past devlogs. Now, itās still not the prettiest game ever, but I think the textures I got from ambientCG definitely make this more pleasing to look at! Also, I revamped the player movement and jumping⦠why? Because moving on moving planets didnāt work at all! So, now the player movement mainly consists of a bunch of wacky _rb.AddForce(ā¦) calls, as well as a somewhat janky speed limiter that I definitely have to work on, or⦠I could call the slow falling speed a feature⦠letās do that, itās a feature of the jetpack now. Also, as I just mentioned, the jump has been replaced by a jetback! Now you can float around a planet⦠until your stamina (or fuel) runs out. Oh, right, that blue bar in the top left of the game view is the stamina bar, just incase you had no idea what itās there for. So all of that definitely took me a considerable amount of time, especially since I had to wrap my mind around how I wanna handle jumping and gravity and limiting the playerās speed all at the same time. The system isnāt perfect, but, eh, screw it. Good enough. Now I will head off, talk with some friends, and maybe code more after that. But for now, Iām gonna take a break until tomorrow. Happy coding! And remember that you are all awesome!
So, Iāve been working on two very cool things for Starventure in the past few days. First off, a sprinting system! Fairly obvious, you can sprint and you can drain stamina, just like the jetpack. Easy as that! Speaking of stamina, I changed the DepletableResource script to only accept drainers, because trying to balance drainers and restorers became very confusing and inefficient when you only had two systems using the same resource, so I fixed that, yay! I have also abstracted a good chunk of the gravity/planet system, so now we can have cool things such as homogeneous gravity fields! This is, as you can see, going to be used in space stations, because.. well itād be weird if your gravity was spherical whilst you were standing on a plane, right? Iād definitely say so. So, whatās up next? Well, I do wanna work more on the player controller to fix a bug thatās been plaguing me a good deal ever since I made the player force-based, when I limit the player gravity, I also limit the fall speed and jetpack force of the player! This wouldnāt be an issue if I was using regular gravity systems, but due to the complexity of gravity that is ever-changing and affects multiple axes at times, Iāll have to think of a solution. My main idea right now is to either get rid of acceleration forces and only move the player through impulses, which means thereās no need for a speed limiter, or something else. Or calculating the actual gravity velocity at runtime and approximating the raw movement forces. Or maybe I just calculate the forces right then and there and call rb.AddForce with ForceMode.VelocityChange at each FixedUpdate call once.. ⦠that last one seems the most doable. Iāll keep yāall in the loop. For now, Iāll work a bit on the camera rotation system, since travelling between gravity sources while your camera is rotating is⦠not fun. See yāall!
Phew, this took me a while, mainly because my school laptop is slow as heck! But, hey, now you can have rotating objects! As seen here, the player stays aligned with the object until it leaves the confines of the āatmosphereā of the spaceship, where you can then see the spaceship swing around the planet in an ellipse shape as it spins! How much fun! I also fixed a fix I made for the visitor system, as well as changing the crosshair (Iāll be adding interactables soon and so I want to have different crosshairs for when you can interact with something and when you canāt). Oh, and, I fixed the realignment code for the player to snap the player to the desired gravity after the while-loop is complete. This is mainly so if I adjust the realignment speed to something ridiculous that it will still result in the correct gravity being set. Anyhow, that is all for now. Have a lovely day fellas, and I hope me being sick doesnāt interfere with the development of this too much. Tomorrow I want to add interactables and an inventory system, although I should probably focus on the player movement rewrite. I guess weāll see! Happy coding!
I canāt find a solution that works for me with the default Unity Rigidbody system. So I have an idea.. What if I write my own? I could write my own physics system so I can have more control over how the velocity is calculated in an object. But, then Iād also need to do my own collision system logic, so Iāve been thinking⦠what if I make this game with a bareknuckles engine, like raylib? It honestly feels like it might be easier for me, since it would load and run faster than Unity, use way less resources which would let me develop quicker on my laptop. One can maybe see the Unity project as a prototype. It served the purpose of showcasing that I can figure out the necessities for making a game of this caliber, and to show me how much I dislike Unityās physics system for this sort of work, especially with how my laptop interacts with Unity. Iām gonna look into a new engine for this project. And worst case, Iāll write one myself. Maybe Iāll just write my own physics engine in Unity so I can keep the comfort features of the engine. Weāll see. Happy coding....
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1793242328.908607
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1793847128.908607
|
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986
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xp95 Atari by @xp95codes | Stardance
|
xp95codes
|
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: xp95 Atari by @xp95codes | Stardance
|
1793195349.2156715
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1793800149.2156715
|
|
987
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Oppurtunity OS by @dseshukumar2008 | Stardance
|
dseshukumar2008
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1
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219.84
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T15:28:16Z", "hours": 136.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and refined OppurtunityOS , an AI powered career development platform designed to help students understand their skills, career paths, and can be more confident about the career . The platform includes the features such as Career Roadmaps, Project recommendations, AI Career coach, Resume Builder and Analyzer , Github Analyzer , Skill Gap Analysis , Career Explorer, and Analytics. One of the main challenges that I faced was handling API calls . I refined the interface , removed unnecessary features , and ensured final platform is deployed. I am proud of bringing the different career-development tools together into one working platform. To use the project , use the try project button to explore the deployed application , and see the source code to view the complete implementation and README.", "repo": "https://github.com/dseshukumar2008-hub/opportunityOS", "demo": "https://opportunity-os-rust.vercel.app/"}]...
|
[{"post_id": 69727, "ts": "202 [{"post_id": 69727, "ts": "2026-09-17T17:35:11Z", "hours": 9.6806, "text": "While working on OpportunityOS, I realized as the project grew , the CSS had become more complex , With repeated tailwind classes , different styling patterns, larger border radiuses. I decided to simplify the existing styling component by component, focusing on cleaner layouts, consistent colors, simpler borders and shadows, and more maintainable CSS while keeping the existing UI structure and functionality unchanged. I made changes and removed unnecessary repeated code."}, {"post_id": 64952, "ts": "2026-09-09T18:06:24Z", "hours": 11.1286, "text": "Fixed the local AI connection issue by routing frontend API requests through the vite proxy to the deployed backend . Debugged several issues including: -> offline fallback states -> Incorrect AI response handling -> stuck analysis / loading states scrolling and time stamp issues"}, {"post_id": 63536, "ts": "2026-09-07T13:33:53Z", "hours": 10.7625, "text": "Working on the project engine . The main page is taking step , but OppurtunityOS Copilot side panel still needs fixing - messages are not getting a proper response . Fixing the integration and working to get the proper response"}, {"post_id": 62056, "ts": "2026-09-05T09:06:42Z", "hours": 10.3364, "text": "Added the Career quiz to the Skill Arcade - a timed 10 question challenge designed to test challenge around coding and technology . Currently polishing the Skill arcade experience and getting oppurtunityOS closer to final submission."}, {"post_id": 60708, "ts": "2026-09-03T08:22:30Z", "hours": 11.0881, "text": "Build Tech Match for the Skill Arcade !!! A quick challenge where you match technologies with their correct categories and test your knowledge under time pressure."}, {"post_id": 58637, "ts": "2026-08-31T03:49:46Z", "hours": 10.4067, "text": "After spending time fixing the bugs - I decided to make finding bugs a game . So I added a new game to my skill arcade - bug hunter. The idea is simple , first the user have to select the programming language , and then have to select the toughness level , based on that there will be code snippets and options for that code snippets."}, {"post_id": 56740, "ts": "2026-08-28T16:48:24Z", "hours": 10.3039, "text": "After spending too much time fixing bugs , i got tired of debugging So instead of fixing another bug ā¦. I tried to build something new . I implemented Skill Arcade in Opportunity OS - a small gamified section where users can test their skills through interactive games"}, {"post_id": 55130, "ts": "2026-08-26T16:22:11Z", "hours": 10.1347, "text": "I am continuing to manually refine and test the project feature by feature . I focused on debugging the Resume Analyzer , improving the error flow , and checking the complete analysis process . Still refining the project , making changes in the code , getting errors and fixing them ."}, {"post_id": 53102, "ts": "2026-08-23T15:17:00Z", "hours": 4.3336, "text": "finally OpportunityOS is deployed and it is live !!!"}, {"post_id": 52494, "ts": "2026-08-22T17:11:34Z", "hours": 9.8203, "text": "Recently I have been refining the career intelligence dashboard and improving the overall UI and user experience . I am also working on connecting the Analytics page with all the existing features , so users can get a complete view of their progress and activity across Opportunity OS . The focus is now on making the existing features feel more connected , polished , and product ready . Still Building ⦠still improving !!!"}, {"post_id": 49693, "ts": "2026-08-18T16:16:04Z", "hours": 9.9183, "text": "Opportunity OS is getting closer to the finish line !!! The focus has now shifted from building features to make sure everything actually works as intended Currently working on : Fixing remaining bugs Testing complete user flows checking AI - powered features polishing UI Fixing navigation and state issues verifying existing features before release At this stage , itās less about adding more and more features - and more about making the existing product reliable , consistent , and ready to ship . The final stretch is here ā¦ā¦."}, {"post_id": 38424, "ts": "2026-07-31T19:45:09Z", "hours": 10.7006, "text": "Opportunity OS has entered its final phase . Currently I am focusing on fixing the bugs , testing and ensuring every feature works before final release . The finish line is getting closer"}, {"post_id": 28867, "ts": "2026-07-15T12:57:36Z", "hours": 9.6481, "text": "continued refining the OpportunityOS onboarding experience by improving the overall UI, spacing, alignment, typography, and visual consistency across all onboarding steps. The focus wasnāt on adding new features but on creating a smoother, more intuitive, and premium experience that makes a great first impression. One step closer to a polished SaaS product!"}, {"post_id": 23475, "ts": "2026-07-06T14:05:30Z", "hours": 10.7319, "text": "I focused on improving the onboarding experience for OpportunityOS. I redesigned the Personal Details, Education, and Skills screens to create a cleaner and more premium user experience. I also introduced a new Career Interests step, allowing users to share their career goals so OpportunityOS can deliver more personalized opportunities and recommendations. The onboarding is becoming more intuitive, engaging, and aligned with the vision of building an AI-powered career platform for students"}, {"post_id": 15145, "ts": "2026-06-24T16:31:24Z", "hours": 8.7697, "text": "I focused on enhancing the Resume Builder in OpportunityOS. Improved the resume creation workflow, refined the live preview experience, strengthened Firebase data synchronization, and validated auto-save functionality for a smoother user experience. Also worked on ATS analysis improvements and overall stability to ensure users can build professional resumes seamlessly."}, {"post_id": 14465, "ts": "2026-06-23T16:26:54Z", "hours": 14.9064, "text": "Built the Career Explorer module in OpportunityOS to help users discover career paths based on their skills and profile. Added role-based career cards, skill gap insights, recommended projects, learning timelines, and roadmap generation for different career tracks. Currently focusing on improving matching accuracy, personalization, and overall user experience."}, {"post_id": 11928, "ts": "2026-06-19T13:37:55Z", "hours": 5.7172, "text": "Project Recommendation Engine in OpportunityOS. One problem I noticed is that many students know their dream role but have no idea what projects they should actually build. So I developed an AI-powered engine that analyzes a studentās target role and skill gaps, then recommends portfolio-worthy projects that can strengthen their profile and improve career readiness. Turning career goals into actionable projects, one recommendation at a time. user flow : user selects the specialization that he has choosen next user selects the target role Stay tuned for more updates !!!"}, {"post_id": 10024, "ts": "2026-06-16T16:13:40Z", "hours": 10.1594, "text": "After generating a personalized Career Roadmap, the next step is understanding whatās missing. The Skill Gap Analysis feature helps users compare their current skills with the skills required for their dream career. For example, if someone wants to become an AI Engineer, OpportunityOS can analyze their profile and show which skills they already have and which skills they still need to learn."}, {"post_id": 8533, "ts": "2026-06-14T06:06:49Z", "hours": 6.7772, "text": "Development Update: AI-Powered Career Roadmap in OpportunityOS One challenge students face is not knowing what to learn next after choosing a career path. Today, I worked on the Career Roadmap Module in OpportunityOS. How does it work : -> Lets users choose a target role (Software Engineer, AI Engineer, Full Stack Developer, etc.) -> Generates a structured learning roadmap Breaks the journey into clear phases and milestones -> Shows recommended learning resources for each phase -> Tracks roadmap progress over time Integrates with Skill Gap Analysis to recommend the next skills to learn Still improving the experience, but excited to see the roadmap becoming more interactive and personalized."}, {"post_id": 7300, "ts": "2026-06-12T05:14:32Z", "hours": 4.055, "text": "One of the biggest challenges students face is finding relevant opportunities scattered across multiple platforms. To solve this, I built the Opportunities Hub inside OpportunityOS , where students can discover internships, jobs, hackathons, scholarships, and competitions from a single platform."}, {"post_id": 4909, "ts": "2026-06-08T14:24:57Z", "hours": 3.5189, "text": "AI Resume Analysis is now live in OpportunityOS. One thing Iāve noticed is that many students apply for opportunities without knowing whether their resume is actually ATS-friendly or aligned with the role theyāre targeting. To address this, I built an AI-powered Resume Analysis feature using Google Gemini, allowing users to upload a resume or analyze their OpportunityOS profile to receive ATS scoring, strengths and weaknesses analysis, missing skill detection, and personalized improvement suggestions. Stay tuned for more features !!!"}, {"post_id": 4726, "ts": "2026-06-08T05:04:03Z", "hours": 2.1067, "text": "Thinking a lot , I thought of building a OpportunityOS Copilot, a context-aware AI assistant built directly into the platform. Instead of acting like a generic chatbot, the Copilot is designed to understand a userās profile, skills, career goals, resume insights, and opportunities data to provide personalized guidance. And Guess what the answer is insane !!!"}, {"post_id": 3598, "ts": "2026-06-06T16:25:34Z", "hours": 4.8642, "text": "Worked on OpportunityOS onboarding and authentication today. Implemented a first-time user onboarding flow that guides users through profile creation, skill selection, interests, and career goals setup after Google Sign In."}, {"post_id": 2781, "ts": "2026-06-05T16:10:58Z", "hours": 10.1692, "text": "Built and organized multiple settings components including Account Information, Password & Security, Notifications, Privacy, Integrations, Appearance, Data Storage, and Email Preferences. Next, Iāll connect these settings to live backend services and replace remaining placeholder functionality with real-time integrations. Stay tuned !!!!!"}, {"post_id": 1548, "ts": "2026-06-03T17:07:23Z", "hours": 4.4708, "text": "I worked on the login page of Oppurtunity OS . I added a branding section on the left side to highlight the main features of the platform . I also improved the login form layout and added google and github signin options to make the user interface look more good and efficient ."}, {"post_id": 935, "ts": "2026-06-02T18:06:06Z", "hours": 5.0983, "text": "I worked on the home page of Oppurtunity OS I improved the landing page design , navigation bar, overall layout . I also fixed alignment issues ."}, {"post_id": 228, "ts": "2026-06-01T10:39:24Z", "hours": 0.5008, "text": "I completed the foundation of OppurtunityOS, a platform designed to help students , discover the hackathons , internships , competitions and scholarships."}]...
|
Title: Oppurtunity OS by @dseshukumar2008 | Starda Title: Oppurtunity OS by @dseshukumar2008 | Stardance
Devlogs:
I completed the foundation of OppurtunityOS, a platform designed to help students , discover the hackathons , internships , competitions and scholarships.
I worked on the home page of Oppurtunity OS I improved the landing page design , navigation bar, overall layout . I also fixed alignment issues .
I worked on the login page of Oppurtunity OS . I added a branding section on the left side to highlight the main features of the platform . I also improved the login form layout and added google and github signin options to make the user interface look more good and efficient .
Built and organized multiple settings components including Account Information, Password & Security, Notifications, Privacy, Integrations, Appearance, Data Storage, and Email Preferences. Next, Iāll connect these settings to live backend services and replace remaining placeholder functionality with real-time integrations. Stay tuned !!!!!
Worked on OpportunityOS onboarding and authentication today. Implemented a first-time user onboarding flow that guides users through profile creation, skill selection, interests, and career goals setup after Google Sign In.
Thinking a lot , I thought of building a OpportunityOS Copilot, a context-aware AI assistant built directly into the platform. Instead of acting like a generic chatbot, the Copilot is designed to understand a userās profile, skills, career goals, resume insights, and opportunities data to provide personalized guidance. And Guess what the answer is insane !!!
AI Resume Analysis is now live in OpportunityOS. One thing Iāve noticed is that many students apply for opportunities without knowing whether their resume is actually ATS-friendly or aligned with the role theyāre targeting. To address this, I built an AI-powered Resume Analysis feature using Google Gemini, allowing users to upload a resume or analyze their OpportunityOS profile to receive ATS scoring, strengths and weaknesses analysis, missing skill detection, and personalized improvement suggestions. Stay tuned for more features !!!
One of the biggest challenges students face is finding relevant opportunities scattered across multiple platforms. To solve this, I built the Opportunities Hub inside OpportunityOS , where students can discover internships, jobs, hackathons, scholarships, and competitions from a single platform.
Development Update: AI-Powered Career Roadmap in OpportunityOS One challenge students face is not knowing what to learn next after choosing a career path. Today, I worked on the Career Roadmap Module in OpportunityOS. How does it work : -> Lets users choose a target role (Software Engineer, AI Engineer, Full Stack Developer, etc.) -> Generates a structured learning roadmap Breaks the journey into clear phases and milestones -> Shows recommended learning resources for each phase -> Tracks roadmap progress over time Integrates with Skill Gap Analysis to recommend the next skills to learn Still improving the experience, but excited to see the roadmap becoming more interactive and personalized.
After generating a personalized Career Roadmap, the next step is understanding whatās missing. The Skill Gap Analysis feature helps users compare their current skills with the skills required for their dream career. For example, if someone wants to become an AI Engineer, OpportunityOS can analyze their profile and show which skills they already have and which skills they still need to learn.
Project Recommendation Engine in OpportunityOS. One problem I noticed is that many students know their dream role but have no idea what projects they should actually build. So I developed an AI-powered engine that analyzes a studentās target role and skill gaps, then recommends portfolio-worthy projects that can strengthen their profile and improve career readiness. Turning career goals into actionable projects, one recommendation at a time. user flow : user selects the specialization that he has choosen next user selects the target role Stay tuned for more updates !!!
Built the Career Explorer module in OpportunityOS to help users discover career paths based on their skills and profile. Added role-based career cards, skill gap insights, recommended projects, learning timelines, and roadmap generation for different career tracks. Currently focusing on improving matching accuracy, personalization, and overall user experience.
I focused on enhancing the Resume Builder in OpportunityOS. Improved the resume creation workflow, refined the live preview experience, strengthened Firebase data synchronization, and validated auto-save functionality for a smoother user experience. Also worked on ATS analysis improvements and overall stability to ensure users can build professional resumes seamlessly.
I focused on improving the onboarding experience for OpportunityOS. I redesigned the Personal Details, Education, and Skills screens to create a cleaner and more premium user experience. I also introduced a new Career Interests step, allowing users to share their career goals so OpportunityOS can deliver more personalized opportunities and recommendations. The onboarding is becoming more intuitive, engaging, and aligned with the vision of building an AI-powered career platform for students
continued refining the OpportunityOS onboarding experience by improving the overall UI, spacing, alignment, typography, and visual consistency across all onboarding steps. The focus wasnāt on adding new features but on creating a smoother, more intuitive, and premium experience that makes a great first impression. One step closer to a polished SaaS product!
Opportunity OS has entered its final phase . Currently I am focusing on fixing the bugs , testing and ensuring every feature works before final release . The finish line is getting closer
Opportunity OS is getting closer to the finish line !!! The focus has now shifted from building features to make sure everything actually works as intended Currently working on : Fixing remaining bugs Testing complete user flows checking AI - powered features polishing UI Fixing navigation and state issues verifying existing features before release At this stage , itās less about adding more and more features - and more about making the existing product reliable , consistent , and ready to ship . The final stretch is here ā¦ā¦.
Recently I have been refining the career intelligence dashboard and improving the overall UI and user experience . I am also working on connecting the Analytics page with all the existing features , so users can get a complete view of their progress and activity across Opportunity OS . The focus is now on making the existing features feel more connected , polished , and product ready . Still Building ⦠still improving !!!
finally OpportunityOS is deployed and it is live !!!
I am continuing to manually refine and test the project feature by feature . I focused on debugging the Resume Analyzer , improving the error flow , and checking the complete analysis process . Still refining the project , making changes in the code , getting errors and fixing them .
After spending too much time fixing bugs , i got tired of debugging So instead of fixing another bug ā¦. I tried to build something new . I implemented Skill Arcade in Opportunity OS - a small gamified section where users can test their skills through interactive games
After spending time fixing the bugs - I decided to make finding bugs a game . So I added a new game to my skill arcade - bug hunter. The idea is simple , first the user have to select the programming language , and then have to select the toughness level , based on that there will be code snippets and options for that code snippets.
Build Tech Match for the Skill Arcade !!! A quick challenge where you match technologies with their correct categories and test your knowledge under time pressure.
Added the Career quiz to the Skill Arcade - a timed 10 question challenge designed to test challenge around coding and technology . Currently polishing the Skill arcade experience and getting oppurtunityOS closer to final submission.
Working on the project engine . The main page is taking step , but OppurtunityOS Copilot side panel still needs fixing - messages are not getting a proper response . Fixing the integration and working to get the proper response
Fixed the local AI connection issue by routing frontend API requests through the vite proxy to the deployed backend . Debugged several issues including: -> offline fallback states -> Incorrect AI response handling -> stuck analysis / loading states scrolling and time stamp issues
While working on OpportunityOS, I realized as the project grew , the CSS had become more complex , With repeated tailwind classes , different styling patterns, larger border radiuses. I decided to simplify the existing styling component by component, focusing on cleaner layouts, consistent colors, simpler borders and shadows, and more maintainable CSS while keeping the existing UI structure and functionality unchanged. I made changes and removed unnecessary repeated code.
Ships:
I built and refined OppurtunityOS , an AI powered career development platform designed to help students understand their skills, career paths, and can be more confident about the career . The platform includes the features such as Career Roadmaps, Project recommendations, AI Career coach, Resume Builder and Analyzer , Github Analyzer , Skill Gap Analysis , Career Explorer, and Analytics. One of the main challenges that I faced was handling API calls . I refined the interface , removed unnecessary features , and ensured final platform is deployed. I am proud of bringing the different career-development tools together into one working platform. To use the project , use the try project button to explore the deployed application , and see the source code to view the complete implementation and README....
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1793253347.7575657
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1793339747.7575657
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988
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My awesome macropad! by @Anay | Stardance
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Anay
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Anay | Stardance
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1793188119.7880878
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1793792919.7880878
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989
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MICRO-WARS! by @lisreney | Stardance
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lisreney
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0
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1.36
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0
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[]
|
[{"post_id": 7374, "ts": "2026 [{"post_id": 7374, "ts": "2026-06-12T09:11:27Z", "hours": 1.3647, "text": "i have big ambitions for someone whoās new at coding but iām making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~"}]...
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Title: MICRO-WARS! by @lisreney | Stardance
Devlo Title: MICRO-WARS! by @lisreney | Stardance
Devlogs:
i have big ambitions for someone whoās new at coding but iām making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~...
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1792702220.551228
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1793307020.551228
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991
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Scrumpheus by @rino | Stardance
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rino
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0
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9.9
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0
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[]
|
[{"post_id": 4224, "ts": "2026 [{"post_id": 4224, "ts": "2026-06-07T13:41:56Z", "hours": 3.0933, "text": "Iām PROUD! Devlog 5 Iām too excited to tell this! I made a procedural algorithm that creates a random station, same station with same key (like minecraft world gen). Then I used PixiJS (first time btw) to render the output as stations in an infinite canvas! Bro⦠I made a proc algo rendered it using pixiJS made an infinite canvas integrated it with firestore I never did any of these before⦠This is the first time, and I did all of this in 3 hours! THIS IS CRAZY FOR ME! (ydk how i feel, this might feel cringe to you⦠I recommend watching the video I attached hereā¦)"}, {"post_id": 2634, "ts": "2026-06-05T08:32:16Z", "hours": 1.4761, "text": "Devlog 4 Made a light version of the procedural algorithm that prints the space station on the terminal for testing, now Iām gonna create the space environment and put these spaceships into it using PixiJS"}, {"post_id": 1969, "ts": "2026-06-04T07:06:23Z", "hours": 1.6392, "text": "Devlog 3 Made the assets for procedural space station generation in Figma, now I will use a seed based procedural function to generate stations on the fly. It will be consistent and also bigger projects get bigger stations."}, {"post_id": 917, "ts": "2026-06-02T17:34:21Z", "hours": 1.5103, "text": "Devlog 2 Firebase Database is now completely integrated. Minor Fixes and improvements. Will actually need to use the database to its fullest."}, {"post_id": 706, "ts": "2026-06-02T08:55:34Z", "hours": 1.8019, "text": "Devlog 1: Used Cloudflare workers to create the Auth Flow. Installed React Router and developed all the things needed for a full user authentication and logout flow. When the user first visits the web-app, they see a UI where they can click āLogin with Hackatimeā to create an account and access their dashboard through a wormhole animation (itās a loading screen)."}, {"post_id": 330, "ts": "2026-06-01T17:03:45Z", "hours": 0.3753, "text": "Created the boilerplate + the basic layout for the app. Itās gonna be space themed!"}]...
|
Title: Scrumpheus by @rino | Stardance
Devlogs:
C Title: Scrumpheus by @rino | Stardance
Devlogs:
Created the boilerplate + the basic layout for the app. Itās gonna be space themed!
Devlog 1: Used Cloudflare workers to create the Auth Flow. Installed React Router and developed all the things needed for a full user authentication and logout flow. When the user first visits the web-app, they see a UI where they can click āLogin with Hackatimeā to create an account and access their dashboard through a wormhole animation (itās a loading screen).
Devlog 2 Firebase Database is now completely integrated. Minor Fixes and improvements. Will actually need to use the database to its fullest.
Devlog 3 Made the assets for procedural space station generation in Figma, now I will use a seed based procedural function to generate stations on the fly. It will be consistent and also bigger projects get bigger stations.
Devlog 4 Made a light version of the procedural algorithm that prints the space station on the terminal for testing, now Iām gonna create the space environment and put these spaceships into it using PixiJS
Iām PROUD! Devlog 5 Iām too excited to tell this! I made a procedural algorithm that creates a random station, same station with same key (like minecraft world gen). Then I used PixiJS (first time btw) to render the output as stations in an infinite canvas! Bro⦠I made a proc algo rendered it using pixiJS made an infinite canvas integrated it with firestore I never did any of these before⦠This is the first time, and I did all of this in 3 hours! THIS IS CRAZY FOR ME! (ydk how i feel, this might feel cringe to you⦠I recommend watching the video I attached hereā¦)...
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1792770571.150744
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1793375371.150744
|
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992
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Sleep Helper by @Manula | Stardance
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Manula
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0
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30.07
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0
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[]
|
[{"post_id": 29374, "ts": "202 [{"post_id": 29374, "ts": "2026-07-16T09:00:52Z", "hours": 12.6847, "text": "Devlog3 - Sleep Helper What I did: Added a photoresistor for light levels + LED Added code to set an alarm + buzzer added a relay that would cause a motor to spin if the temperature got past ideal sleeping temps Added an extra button to stop/set alarm Added an ethernet shield because it has a microSD card slot Used microSD card to create a CSV file with timestamps, temp & humidity data, light etc. microSD card can then be removed from ethernet shield and opened to see data in an EXCEL spreadsheet (check how your sleeping environment was after waking up) added a capacitor to deal with voltage dips Debugged during Argentina vs England (š) Free up space for SRAM on Arduino UNO (this has taken too long.) MAJOR PROBLEMS: Arduino Uno doesnāt have enough SRAM to manage OLED, DHT and SD libraries at once and doesnāt have adequate space to Open a file on an SD card for a write function Moving forward: finding a solution to manage everything without voltage dips becoming an issue + managing SRAM adding motor Creating 3D printed housing Shipping"}, {"post_id": 26407, "ts": "2026-07-11T05:48:07Z", "hours": 17.3875, "text": "Sleep Helper Devlog 2 Canāt sleep? Well maybe the problem is your sleeping environment! Iām building an Arduino-powered sleep device that watches over my room while I sleep. Helping me improve my sleeping environment and get quality sleep. So far it tracks temperature, humidity and noise. Things I have done so far: Made an āAlarm Styleā clock setup Read temp and humidity Change between clock and temp modes Detect Loud sounds Next steps:| Adding more features Polishing off Arduino code Creating 3D printed housing I hope you all like it! :)"}]...
|
Title: Sleep Helper by @Manula | Stardance
Devlog Title: Sleep Helper by @Manula | Stardance
Devlogs:
Sleep Helper Devlog 2 Canāt sleep? Well maybe the problem is your sleeping environment! Iām building an Arduino-powered sleep device that watches over my room while I sleep. Helping me improve my sleeping environment and get quality sleep. So far it tracks temperature, humidity and noise. Things I have done so far: Made an āAlarm Styleā clock setup Read temp and humidity Change between clock and temp modes Detect Loud sounds Next steps:| Adding more features Polishing off Arduino code Creating 3D printed housing I hope you all like it! :)
Devlog3 - Sleep Helper What I did: Added a photoresistor for light levels + LED Added code to set an alarm + buzzer added a relay that would cause a motor to spin if the temperature got past ideal sleeping temps Added an extra button to stop/set alarm Added an ethernet shield because it has a microSD card slot Used microSD card to create a CSV file with timestamps, temp & humidity data, light etc. microSD card can then be removed from ethernet shield and opened to see data in an EXCEL spreadsheet (check how your sleeping environment was after waking up) added a capacitor to deal with voltage dips Debugged during Argentina vs England (š) Free up space for SRAM on Arduino UNO (this has taken too long.) MAJOR PROBLEMS: Arduino Uno doesnāt have enough SRAM to manage OLED, DHT and SD libraries at once and doesnāt have adequate space to Open a file on an SD card for a write function Moving forward: finding a solution to manage everything without voltage dips becoming an issue + managing SRAM adding motor Creating 3D printed housing Shipping...
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1793181146.468443
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1793785946.468443
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993
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My awesome macropad! by @Isaac | Stardance
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Isaac
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0
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0.44
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0
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[]
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[{"post_id": 1574, "ts": "2026 [{"post_id": 1574, "ts": "2026-06-03T17:51:26Z", "hours": 0.4394, "text": "Schematic I first watched a yt video to learn how to add schematics and symbols, then after adding it I made the schematic: š"}]...
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Title: My awesome macropad! by @Isaac | Stardance
Title: My awesome macropad! by @Isaac | Stardance
Devlogs:
Schematic I first watched a yt video to learn how to add schematics and symbols, then after adding it I made the schematic: š...
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1792669793.7394667
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1793274593.7394667
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994
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Ctex by @Rustlord547 | Stardance
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Rustlord547
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0
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0.0
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0
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[]
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[]
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Title: Ctex by @Rustlord547 | Stardance
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1792766898.509258
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1793371698.509258
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996
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Camera slider by @Gwendal | Stardance
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Gwendal
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0
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0.0
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0
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[]
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[]
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Title: Camera slider by @Gwendal | Stardance
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1793242048.5156877
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1793846848.5156877
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997
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AI-research-agent by @ashmildax | Stardance
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ashmildax
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0
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0.0
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0
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[]
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[]
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Title: AI-research-agent by @ashmildax | Stardance
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1793173845.7638535
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1793778645.7638535
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998
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Untitled project by @HackPlayAar | Stardance
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HackPlayAar
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @HackPlayAar | Stardanc Title: Untitled project by @HackPlayAar | Stardance...
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1792644468.14851
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1793249268.14851
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999
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Relative Velocity by @R10 | Stardance
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R10
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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: Relative Velocity by @R10 | Stardance
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1792637284.6623003
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1793242084.6623003
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1000
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My first slack bot! by @d-rav | Stardance
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d-rav
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @d-rav | Stardance
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1793206163.2099268
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1793810963.2099268
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1001
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HACKSOLE! by @asta_exl10 | Stardance
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asta_exl10
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0
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0.0
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0
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[]
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[]
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Title: HACKSOLE! by @asta_exl10 | Stardance
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1793213299.9154034
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1793818099.9154034
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1002
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My first slack bot! by @HackPlayAar | Stardance
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HackPlayAar
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0
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0.58
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0
|
[]
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[{"post_id": 683, "ts": "2026- [{"post_id": 683, "ts": "2026-06-02T07:34:51Z", "hours": 0.5781, "text": "A Slack Bot named J.A.R.V.I.S"}]...
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Title: My first slack bot! by @HackPlayAar | Stard Title: My first slack bot! by @HackPlayAar | Stardance
Devlogs:
A Slack Bot named J.A.R.V.I.S...
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1793300211.4190962
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1793905011.4190962
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1003
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My awesome macropad! by @ghastly | Stardance
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ghastly
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @ghastly | Stardanc Title: My awesome macropad! by @ghastly | Stardance...
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Title: Homelab Dashboard by @nbth | Stardance
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[{"post_id": 45223, "ts": "202 [{"post_id": 45223, "ts": "2026-08-11T15:42:37Z", "hours": 2.8606, "text": "#Plan to LOCK IN! This contest ends in a month and a half, and I have a plan to get it done in 10 days! The picture below is all I have left to do in ClubHub, and all there is is this! If I do one thing every day, then I can get this thing done before the deadline! Time to get to work!"}, {"post_id": 39132, "ts": "2026-08-01T20:58:21Z", "hours": 7.4072, "text": "Signup Page!!!!! You (probably like two people) may have been wondering what I have been doing the past two weeks, and I am proud to announce that I have authentication working!!! It may have taken 7 hours and 30 minutes, but the API can sign people in safely and securely! Now, itās time to⦠well, how do I say this⦠make the actual website. I know, itās so hard. All Iāve been doing is bugfixing the backend, itāll be so nice to program in React again."}, {"post_id": 32063, "ts": "2026-07-20T23:21:35Z", "hours": 4.0053, "text": "Devlog #4 Okay, so I missed last week⦠HOWEVER, I have made an API! Which is great. Itās going pretty good so far, but itās not finished yet, and when I finish it, I will finally be able to finish the app! (letās go)"}, {"post_id": 24900, "ts": "2026-07-08T19:08:41Z", "hours": 3.5833, "text": "(Weekly) Devlog #3 Yes, I have decided that these devlogs will be weekly, because I have things to do and I donāt want to write them all the time! This week I got a ton of stuff done, the most major was adding pages to the site! I gotta get to work on those right away after I work on this devlog. I also did some general code cleanup and polish, and as you can see I added a top bar with tabs that let you switch between pages, as well as an account page and a settings page. I also started working on a Python REST API for the project, so it wonāt just be frontend much longer."}, {"post_id": 20995, "ts": "2026-07-02T18:53:00Z", "hours": 3.1369, "text": "Devlog #3 This past week I have been working on the actual bulletin board part of the bulletin page. I found a nice react library (not Motion) that lets me do what I want, but the documentation was realy bad, and it took me a couple (unlogged) hours trying to figure out how to use it. But now I have a proper bulletin, I just have to figure out how to feed data to it and polish it up a lot."}, {"post_id": 13772, "ts": "2026-06-22T15:59:28Z", "hours": 1.2197, "text": "Devlog #2 I have created a new React app for ClubHub after making a simple React test, and after a very long hour of programming, I have created the layout for the main bulletin of the app! The top row is the part with all of the tabs for different parts of the site, the side row is where all of the filters for different clubs are going to go, and the middle area is where the bulletin board is going to go. That oneās gonna be hard, but I found a thing called Motion that might let me do it. Iāll see you in the next devlog (later today)!"}, {"post_id": 6464, "ts": "2026-06-10T21:29:24Z", "hours": 0.5061, "text": "Iāve begun working on the prototype UI for my school club management project, ClubHub. Itās made in Google Slides. Tomorrow I will probably start learning React (yāknow, to actually make the project)"}]...
|
Title: ClubHub by @Mottl | Stardance
Devlogs:
Iāv Title: ClubHub by @Mottl | Stardance
Devlogs:
Iāve begun working on the prototype UI for my school club management project, ClubHub. Itās made in Google Slides. Tomorrow I will probably start learning React (yāknow, to actually make the project)
Devlog #2 I have created a new React app for ClubHub after making a simple React test, and after a very long hour of programming, I have created the layout for the main bulletin of the app! The top row is the part with all of the tabs for different parts of the site, the side row is where all of the filters for different clubs are going to go, and the middle area is where the bulletin board is going to go. That oneās gonna be hard, but I found a thing called Motion that might let me do it. Iāll see you in the next devlog (later today)!
Devlog #3 This past week I have been working on the actual bulletin board part of the bulletin page. I found a nice react library (not Motion) that lets me do what I want, but the documentation was realy bad, and it took me a couple (unlogged) hours trying to figure out how to use it. But now I have a proper bulletin, I just have to figure out how to feed data to it and polish it up a lot.
(Weekly) Devlog #3 Yes, I have decided that these devlogs will be weekly, because I have things to do and I donāt want to write them all the time! This week I got a ton of stuff done, the most major was adding pages to the site! I gotta get to work on those right away after I work on this devlog. I also did some general code cleanup and polish, and as you can see I added a top bar with tabs that let you switch between pages, as well as an account page and a settings page. I also started working on a Python REST API for the project, so it wonāt just be frontend much longer.
Devlog #4 Okay, so I missed last week⦠HOWEVER, I have made an API! Which is great. Itās going pretty good so far, but itās not finished yet, and when I finish it, I will finally be able to finish the app! (letās go)
Signup Page!!!!! You (probably like two people) may have been wondering what I have been doing the past two weeks, and I am proud to announce that I have authentication working!!! It may have taken 7 hours and 30 minutes, but the API can sign people in safely and securely! Now, itās time to⦠well, how do I say this⦠make the actual website. I know, itās so hard. All Iāve been doing is bugfixing the backend, itāll be so nice to program in React again.
#Plan to LOCK IN! This contest ends in a month and a half, and I have a plan to get it done in 10 days! The picture below is all I have left to do in ClubHub, and all there is is this! If I do one thing every day, then I can get this thing done before the deadline! Time to get to work!...
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My awesome macropad! by @Bill | Stardance
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Title: My awesome macropad! by @Bill | Stardance
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My first slack bot! by @Bill | Stardance
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Title: My first slack bot! by @Bill | Stardance
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ProgCal by @hatya-mouse | Stardance
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My first slack bot! by @arma | Stardance
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OBSTICLE AVOIDING CAR by @aarav_ | Stardance
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Title: OBSTICLE AVOIDING CAR by @aarav_ | Stardanc Title: OBSTICLE AVOIDING CAR by @aarav_ | Stardance...
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My awesome macropad! by @aarav_ | Stardance
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Title: My awesome macropad! by @aarav_ | Stardance
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My awesome macropad! by @Joshua_Westrick | Stardan My awesome macropad! by @Joshua_Westrick | Stardance...
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Title: My awesome macropad! by @Joshua_Westrick | Title: My awesome macropad! by @Joshua_Westrick | Stardance...
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My first slack bot! by @aarav_ | Stardance
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Title: My first slack bot! by @aarav_ | Stardance
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Untitled project by @Enginerd14 | Stardance
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Title: Untitled project by @Enginerd14 | Stardance
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JARVIS by @aarav_ | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T18:52:04Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "J.A.R.V.I.S - Just A Rather Very Intelligent System āSometimes you gotta run before you can walk.ā - Tony Stark An AI desktop assistant inspired by Iron Manās JARVIS. Built with Python, powered by free-first local command routing with optional Groq cloud AI, and designed to combine voice control, desktop automation, memory, productivity helpers, plugin safety, release checks, and a cinematic cyber interface in one Windows-first system. J.A.R.V.I.S can run in a keyless degraded mode. Local rules, the desktop UI, memory helpers, health checks, and many system commands work without API keys. Groq, Spotify, Gemini, and other cloud-backed capabilities are optional integrations.", "repo": "https://github.com/namanisnaman/JARVIS", "demo": "https://youtu.be/-wQnZ4pi9sM?si=OQfAUqn5ei09KKH6"}]...
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[{"post_id": 366, "ts": "2026- [{"post_id": 366, "ts": "2026-06-01T18:18:29Z", "hours": 0.2644, "text": "I AM CURETLY WORKING ON JARVIS"}]...
|
Title: JARVIS by @aarav_ | Stardance
Devlogs:
I A Title: JARVIS by @aarav_ | Stardance
Devlogs:
I AM CURETLY WORKING ON JARVIS
Ships:
J.A.R.V.I.S - Just A Rather Very Intelligent System āSometimes you gotta run before you can walk.ā - Tony Stark An AI desktop assistant inspired by Iron Manās JARVIS. Built with Python, powered by free-first local command routing with optional Groq cloud AI, and designed to combine voice control, desktop automation, memory, productivity helpers, plugin safety, release checks, and a cinematic cyber interface in one Windows-first system. J.A.R.V.I.S can run in a keyless degraded mode. Local rules, the desktop UI, memory helpers, health checks, and many system commands work without API keys. Groq, Spotify, Gemini, and other cloud-backed capabilities are optional integrations....
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Mo' Ability by @Icky_Vicky | Stardance
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Icky_Vicky
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Title: Mo' Ability by @Icky_Vicky | Stardance
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1025
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Seergraph by @Zephyr | Stardance
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Zephyr
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[{"post_id": 26436, "ts": "202 [{"post_id": 26436, "ts": "2026-07-11T07:15:52Z", "hours": 9.3689, "text": "NEW DEVLOG!! Iām terribly behind on a lot of work but thatās okay, lets keep going So the call extraction is proving to be MUCH more difficult that I expected. Turns out, there are a lot of ways to call a callable symbol in javascript But thatās fine, Iāve gotten most of it down now, just a few more cases to handle: the this keyword return values indirect parameter calls After Iām done with call extraction, all thatās left to do is figure out how im going to save this graph, then I can use it to make my architectural linter CLI :D"}, {"post_id": 19845, "ts": "2026-07-01T07:42:24Z", "hours": 10.045, "text": "Its timeā¦. for another devlog :> Okay so, hereās a concise list describing what Iāve accomplished: Make binding symbols to represent symbols which have been imported from another file Create aliases edges to connect binding symbols to the actual symbol, OR to connect namespace import symbols to the actual file being imported Create lookup / index tables for my data, then realize that i donāt need all of them during graph build time, then delete some of the indexes Major refactor of source code to use the new GraphBuilder class instead of manually collecting symbols/edges Write testttssssssss Clean up types (it was a mess, but its better now) Now, Iām changing my main analyzer entry point to support multi-file tests without having to actually create the files (right now, it only supports code input of filepath input). After that, i can FINALLY. AND I MEAN FINALLY. move on to call extraction :> (and yes, this is yet another screenshot of the terminal / IDE cuz im still trying to extract data, theres not much to show )"}, {"post_id": 16167, "ts": "2026-06-26T08:43:08Z", "hours": 9.5747, "text": "NEW DEVLOGGG. Okay so iāve been super busy recently so not a lot of work done :> but i completed the export extraction, and also import extraction (which was surprisingly easy because turns out ts-morph does a lot of the heavy lifting for me)! Was going to move on to call extraction, when i realized a few things: I need to resolve my imports. How am i supposed to know what an imported symbol is referring to if they donāt have a symbol? I need to create aliases edges for my binding symbols (which are technically dummy symbols used to represent the imported symbol that is being referred to), in order to connect them to their actual symbol. I need lookup tables! :0 which i completely forgot about. So now Iāll be creating lookup tables as well via incremental updates. :> After i resolve the above, i can FINALLY move on to call extraction Iāve also decided to change what my project is for! Having a graph representation of an actual codebase is super powerful, so Iāll be using it to make some sort of architectural linter (like eslint but for architecture instead of code syntax) This is what i have in mind currently: layers : { api : \" src/routes/** \" , services : \" src/services/** \" , repositories : \" src/repositories/** \" , }, rules : [ // Layer rules ā explicit forbidden edges noCrossLayerCalls ({ from : \" api \" , to : \" repositories \" }), // Path rules ā enforce mandatory intermediaries mustGoThrough ({ from : \" api \" , to : \" repositories \" , through : \" services \" }), // Cluster rules ā graph-inferred boundaries noUnexpectedCrossClusterCalls (), allowCrossClusterCall ({ from : \" payments \" , to : \" shared \" }), ] Obviously, its still a work in progress :> but i like where its going, will be working much more often hopefully (P.S, the image shows my export extraction details)"}, {"post_id": 11722, "ts": "2026-06-19T02:52:54Z", "hours": 9.7944, "text": "NEW DEVLOG. Okay so: I finished my symbol extraction and I have moved on to extracting exports :0 Unfortunately, all i have to show for it is STILL console output, but weāre getting there :> For the symbol extraction, i did a MAJOR refactoring of my code to use generator functions, and Iām much happier with the output now :D I also added extraction of some other symbols, and change the object extraction strategy to use a recursive approach (if i hit a property that contains an object, i recurse). For export extraction, I go over all export symbols that I found inside of the source file and then I handle their initializers. Basically: see what is being exported, and make an edge from the file to the export :> Some hard cases that I have to handle include default exports and export specifiers. These arenāt exactly the same as other types of exports in the parsed AST, so I need to make sure some weird cases are working as well. Next step is finishing my export extraction, writing a buncha tests, and then moving on to call extraction."}, {"post_id": 9048, "ts": "2026-06-15T03:16:20Z", "hours": 9.1664, "text": "Okay devlog time :> So far Iāve been really focused on accurate symbol extraction from the AST, I need to have enough information extraction about what functions are actually useful enough to qualify as a symbol, because I donāt want a symbol for some random .map() callback function! Anyways, the image iāve attached below is a dual view of the symbols im extracting. On the left, Iāve only got ids (for a quicker glance) and on the right Iāve got the full symbols for each id! Also, after the first devlog, I realized the complexity of the project and instantly decided to write tests, so Iāve been doing that as well :> I donāt want to break something accidentally in the future without even knowing smh So far, im creating a symbol for: non-exported variables that contain a function exported variables named classes named classās methods named function declarations and arrow functions nested function declarations and arrow functions an objectās properties that are arrow functions/function expressions intermediate objects of a parent object that contains at least one callable descendant, that act as namespaces a functionās methods Right now, I still need to collect a symbol for: default exports, whether named or not types enums interfaces Anonymous classes stored in a variable After that, I need to write a couple of more tests, refactor my code a little (itās pretty messy right now), and then move on to the call graph, where Iāll have to extract CallFacts (basically whenever a symbol is being called/referred to)"}, {"post_id": 6767, "ts": "2026-06-11T10:29:18Z", "hours": 9.6475, "text": "Okay! This is supposed to be a local tool that takes in a repository, creates a huge graph out of the entire thing (with relationships between imports, exports, function calls, etc), and then based on the graph, Iāll be able to answer questions like āwhat is this function for?ā, or āWhat functions depend on this?ā The first step is scanning the repo (the easy part). Doing this was quite easy, since I just needed to use nodeās fs module. The next step is significantly more challenging: creating the graph. First, Iāll have to parse each file and get an AST out of it, then iāll have to traverse it in order to collect all the information i need, along with all of the relationships. Currently, this is the only output i can screenshot since im just trying to correctly parse and collect the AST nodes x-x but yes, i think its going to turn out well in the future :>"}]...
|
Title: Seergraph by @Zephyr | Stardance
Devlogs:
Title: Seergraph by @Zephyr | Stardance
Devlogs:
Okay! This is supposed to be a local tool that takes in a repository, creates a huge graph out of the entire thing (with relationships between imports, exports, function calls, etc), and then based on the graph, Iāll be able to answer questions like āwhat is this function for?ā, or āWhat functions depend on this?ā The first step is scanning the repo (the easy part). Doing this was quite easy, since I just needed to use nodeās fs module. The next step is significantly more challenging: creating the graph. First, Iāll have to parse each file and get an AST out of it, then iāll have to traverse it in order to collect all the information i need, along with all of the relationships. Currently, this is the only output i can screenshot since im just trying to correctly parse and collect the AST nodes x-x but yes, i think its going to turn out well in the future :>
Okay devlog time :> So far Iāve been really focused on accurate symbol extraction from the AST, I need to have enough information extraction about what functions are actually useful enough to qualify as a symbol, because I donāt want a symbol for some random .map() callback function! Anyways, the image iāve attached below is a dual view of the symbols im extracting. On the left, Iāve only got ids (for a quicker glance) and on the right Iāve got the full symbols for each id! Also, after the first devlog, I realized the complexity of the project and instantly decided to write tests, so Iāve been doing that as well :> I donāt want to break something accidentally in the future without even knowing smh So far, im creating a symbol for: non-exported variables that contain a function exported variables named classes named classās methods named function declarations and arrow functions nested function declarations and arrow functions an objectās properties that are arrow functions/function expressions intermediate objects of a parent object that contains at least one callable descendant, that act as namespaces a functionās methods Right now, I still need to collect a symbol for: default exports, whether named or not types enums interfaces Anonymous classes stored in a variable After that, I need to write a couple of more tests, refactor my code a little (itās pretty messy right now), and then move on to the call graph, where Iāll have to extract CallFacts (basically whenever a symbol is being called/referred to)
NEW DEVLOG. Okay so: I finished my symbol extraction and I have moved on to extracting exports :0 Unfortunately, all i have to show for it is STILL console output, but weāre getting there :> For the symbol extraction, i did a MAJOR refactoring of my code to use generator functions, and Iām much happier with the output now :D I also added extraction of some other symbols, and change the object extraction strategy to use a recursive approach (if i hit a property that contains an object, i recurse). For export extraction, I go over all export symbols that I found inside of the source file and then I handle their initializers. Basically: see what is being exported, and make an edge from the file to the export :> Some hard cases that I have to handle include default exports and export specifiers. These arenāt exactly the same as other types of exports in the parsed AST, so I need to make sure some weird cases are working as well. Next step is finishing my export extraction, writing a buncha tests, and then moving on to call extraction.
NEW DEVLOGGG. Okay so iāve been super busy recently so not a lot of work done :> but i completed the export extraction, and also import extraction (which was surprisingly easy because turns out ts-morph does a lot of the heavy lifting for me)! Was going to move on to call extraction, when i realized a few things: I need to resolve my imports. How am i supposed to know what an imported symbol is referring to if they donāt have a symbol? I need to create aliases edges for my binding symbols (which are technically dummy symbols used to represent the imported symbol that is being referred to), in order to connect them to their actual symbol. I need lookup tables! :0 which i completely forgot about. So now Iāll be creating lookup tables as well via incremental updates. :> After i resolve the above, i can FINALLY move on to call extraction Iāve also decided to change what my project is for! Having a graph representation of an actual codebase is super powerful, so Iāll be using it to make some sort of architectural linter (like eslint but for architecture instead of code syntax) This is what i have in mind currently: layers : { api : " src/routes/** " , services : " src/services/** " , repositories : " src/repositories/** " , }, rules : [ // Layer rules ā explicit forbidden edges noCrossLayerCalls ({ from : " api " , to : " repositories " }), // Path rules ā enforce mandatory intermediaries mustGoThrough ({ from : " api " , to : " repositories " , through : " services " }), // Cluster rules ā graph-inferred boundaries noUnexpectedCrossClusterCalls (), allowCrossClusterCall ({ from : " payments " , to : " shared " }), ] Obviously, its still a work in progress :> but i like where its going, will be working much more often hopefully (P.S, the image shows my export extraction details)
Its timeā¦. for another devlog :> Okay so, hereās a concise list describing what Iāve accomplished: Make binding symbols to represent symbols which have been imported from another file Create aliases edges to connect binding symbols to the actual symbol, OR to connect namespace import symbols to the actual file being imported Create lookup / index tables for my data, then realize that i donāt need all of them during graph build time, then delete some of the indexes Major refactor of source code to use the new GraphBuilder class instead of manually collecting symbols/edges Write testttssssssss Clean up types (it was a mess, but its better now) Now, Iām changing my main analyzer entry point to support multi-file tests without having to actually create the files (right now, it only supports code input of filepath input). After that, i can FINALLY. AND I MEAN FINALLY. move on to call extraction :> (and yes, this is yet another screenshot of the terminal / IDE cuz im still trying to extract data, theres not much to show )
NEW DEVLOG!! Iām terribly behind on a lot of work but thatās okay, lets keep going So the call extraction is proving to be MUCH more difficult that I expected. Turns out, there are a lot of ways to call a callable symbol in javascript But thatās fine, Iāve gotten most of it down now, just a few more cases to handle: the this keyword return values indirect parameter calls After Iām done with call extraction, all thatās left to do is figure out how im going to save this graph, then I can use it to make my architectural linter CLI :D...
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1792619629.2536116
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1793224429.2536116
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1026
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spacepad by @mani | Stardance
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mani
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0
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2.0
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0
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[]
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[{"post_id": 17736, "ts": "202 [{"post_id": 17736, "ts": "2026-06-28T17:32:49Z", "hours": 0.0, "text": "made firmware in kmk for my space pad with 2 layers for 16 keys and rotary encoder"}, {"post_id": 7561, "ts": "2026-06-12T17:18:39Z", "hours": 0.0, "text": "completed the case"}, {"post_id": 3857, "ts": "2026-06-06T22:35:55Z", "hours": 1.0, "text": "made the top panel for the spacepad"}, {"post_id": 2822, "ts": "2026-06-05T17:24:55Z", "hours": 0.0, "text": "updated placements of silkscreen and made the switch plate in cad fusion 360 died on me so I think i will do it tomorrow"}, {"post_id": 1918, "ts": "2026-06-04T04:41:57Z", "hours": 0.0, "text": "silkscreen art placement made most of them from scratch like outpost logo alexren and stardust but most are slight adjustmentsš®āšØ"}, {"post_id": 1489, "ts": "2026-06-03T15:26:37Z", "hours": 0.0, "text": "routed all the traces of my space pad"}, {"post_id": 901, "ts": "2026-06-02T17:04:44Z", "hours": 1.0, "text": "i made the pcb for the space pad and attached the 3d models for the mockup š®āšØ"}, {"post_id": 365, "ts": "2026-06-01T18:17:43Z", "hours": 0.0, "text": "made the schematics of the space pad made the all the connection based on guide"}]...
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Title: spacepad by @mani | Stardance
Devlogs:
mad Title: spacepad by @mani | Stardance
Devlogs:
made the schematics of the space pad made the all the connection based on guide
i made the pcb for the space pad and attached the 3d models for the mockup š®āšØ
routed all the traces of my space pad
silkscreen art placement made most of them from scratch like outpost logo alexren and stardust but most are slight adjustmentsš®āšØ
updated placements of silkscreen and made the switch plate in cad fusion 360 died on me so I think i will do it tomorrow
made the top panel for the spacepad
completed the case
made firmware in kmk for my space pad with 2 layers for 16 keys and rotary encoder...
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1792907373.5380497
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1793771373.5380497
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1027
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Untitled by @mani | Stardance
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mani
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @mani | Stardance
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1792921959.9941068
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1793785959.9941068
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1028
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My awesome macropad! by @Icky_Vicky | Stardance
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Icky_Vicky
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Icky_Vicky | Stard Title: My awesome macropad! by @Icky_Vicky | Stardance...
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1793292816.9514956
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1793897616.9514956
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1030
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Stock Simulator by @lucasian | Stardance
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lucasian
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0
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0.0
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0
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[]
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[]
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Title: Stock Simulator by @lucasian | Stardance
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1792788811.086874
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1793393611.086874
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1031
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Sound powered machine by @Tripler | Stardance
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Tripler
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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: Sound powered machine by @Tripler | Stardan Title: Sound powered machine by @Tripler | Stardance...
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1792666122.6265385
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1793270922.6265385
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1032
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OpenRecode by @xarber | Stardance
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xarber
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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: OpenRecode by @xarber | Stardance
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1792713093.5155916
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1793317893.5155916
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