|
5601
|
My awesome macropad! by @urs_truly | Stardance
|
urs_truly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @urs_truly | Starda Title: My awesome macropad! by @urs_truly | Stardance...
|
1793288975.0801105
|
1793893775.0801105
|
|
5602
|
Arduino Experimentation by @ben_hersh | Stardance
|
ben_hersh
|
0
|
1.72
|
0
|
[]
|
[{"post_id": 2364, "ts": "2026 [{"post_id": 2364, "ts": "2026-06-04T20:20:13Z", "hours": 1.7156, "text": "Just finished a LCD Thermostat and Hygrometer with LED’s to determine whether its colder or hotter than my preffered temperature!"}]...
|
Title: Arduino Experimentation by @ben_hersh | Sta Title: Arduino Experimentation by @ben_hersh | Stardance
Devlogs:
Just finished a LCD Thermostat and Hygrometer with LED’s to determine whether its colder or hotter than my preffered temperature!...
|
1792752753.1443026
|
1793357553.1443026
|
|
5603
|
My first slack bot! by @max-lobster | Stardance
|
max-lobster
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @max-lobster | Stard Title: My first slack bot! by @max-lobster | Stardance...
|
1792777766.5980575
|
1793382566.5980575
|
|
5604
|
My first slack bot! by @Lazyllama | Stardance
|
Lazyllama
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Lazyllama | Stardan Title: My first slack bot! by @Lazyllama | Stardance...
|
1792914633.8056343
|
1793778633.8056343
|
|
5605
|
My awesome macropad! by @reyansh | Stardance
|
reyansh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @reyansh | Stardanc Title: My awesome macropad! by @reyansh | Stardance...
|
1793217104.8134515
|
1793821904.8134515
|
|
5606
|
My awesome macropad! by @Mars | Stardance
|
Mars
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Mars | Stardance
|
1792623079.2391772
|
1793227879.2391772
|
|
5607
|
Ninjapad by @LC | Stardance
|
LC
|
1
|
2.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T00:34:01Z", "hours": 2.0, "multiplier": 5.0, "payout": 12, "blessing": "neutral", "text": "Ninjapad is a macropad with 9 keys, 1 rotary encoder, and an 0.91 inch OLED display. It uses a custom PCB, 3D printed case, and QMK firmware. OLED features different animations based on keystroke. Initially, I didn’t know I had to solder every component so I ended up assembling and disassembling the case a number of times.", "repo": "https://github.com/lucaschi2026-code/ninjapad", "demo": ""}]...
|
[{"post_id": 54839, "ts": "202 [{"post_id": 54839, "ts": "2026-08-26T00:27:58Z", "hours": 1.0833, "text": "Soldered keycaps"}, {"post_id": 54792, "ts": "2026-08-25T22:11:45Z", "hours": 1.2833, "text": "Done building!"}, {"post_id": 20437, "ts": "2026-07-02T01:03:20Z", "hours": 0.9814, "text": "Firmware done!"}, {"post_id": 19736, "ts": "2026-07-01T03:56:35Z", "hours": 3.6314, "text": "Case is done! Firmware next!"}, {"post_id": 16490, "ts": "2026-06-26T20:42:20Z", "hours": 1.7669, "text": "PCB is built! I will modify my case accordingly now!"}, {"post_id": 15398, "ts": "2026-06-25T01:08:10Z", "hours": 1.1889, "text": "Built my schematic with 9 keys, a knob, and an OLED connector!"}, {"post_id": 15327, "ts": "2026-06-24T22:01:02Z", "hours": 0.2833, "text": "Added the cutout!"}, {"post_id": 15245, "ts": "2026-06-24T19:09:50Z", "hours": 0.7408, "text": "Finished an early version of my case. Next steps will be to add an USB port and some colour!"}]...
|
Title: Ninjapad by @LC | Stardance
Devlogs:
Finis Title: Ninjapad by @LC | Stardance
Devlogs:
Finished an early version of my case. Next steps will be to add an USB port and some colour!
Added the cutout!
Built my schematic with 9 keys, a knob, and an OLED connector!
PCB is built! I will modify my case accordingly now!
Case is done! Firmware next!
Firmware done!
Done building!
Soldered keycaps
Ships:
Ninjapad is a macropad with 9 keys, 1 rotary encoder, and an 0.91 inch OLED display. It uses a custom PCB, 3D printed case, and QMK firmware. OLED features different animations based on keystroke. Initially, I didn’t know I had to solder every component so I ended up assembling and disassembling the case a number of times....
|
1793274680.5977454
|
1793361080.5977454
|
|
5608
|
My awesome macropad! by @jesse | Stardance
|
jesse
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jesse | Stardance
|
1792792325.1578858
|
1793397125.1578858
|
|
5609
|
64' Falcon by @GasMileage | Stardance
|
GasMileage
|
0
|
1.52
|
0
|
[]
|
[{"post_id": 20987, "ts": "202 [{"post_id": 20987, "ts": "2026-07-02T18:44:24Z", "hours": 1.5225, "text": "Been working on my Falcon, rebuilt the carburetor yesterday so I was testing it and getting it to work better today."}]...
|
Title: 64' Falcon by @GasMileage | Stardance
Title: 64' Falcon by @GasMileage | Stardance
Devlogs:
Been working on my Falcon, rebuilt the carburetor yesterday so I was testing it and getting it to work better today....
|
1792615818.191564
|
1793220618.191564
|
|
5610
|
Following a guide by @friday | Stardance
|
friday
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Following a guide by @friday | Stardance
|
1792756471.0751932
|
1793361271.0751932
|
|
5611
|
My awesome macropad! by @Yuwei | Stardance
|
Yuwei
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Yuwei | Stardance
|
1793213746.310738
|
1793818546.310738
|
|
5612
|
Untitled by @Aguy_503 | Stardance
|
Aguy_503
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Aguy_503 | Stardance
|
1793134418.7619636
|
1793739218.7619636
|
|
5613
|
My first slack bot! by @colbymoyer | Stardance
|
colbymoyer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @colbymoyer | Starda Title: My first slack bot! by @colbymoyer | Stardance...
|
1792727382.619334
|
1793332182.619334
|
|
5614
|
Untitled project by @yulee | Stardance
|
yulee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @yulee | Stardance
|
1793234930.311987
|
1793839730.311987
|
|
5615
|
Ai Event Tracker by @reyansh | Stardance
|
reyansh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ai Event Tracker by @reyansh | Stardance
|
1792622899.8987052
|
1793227699.8987052
|
|
5616
|
desmos art by @Rafael | Stardance
|
Rafael
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: desmos art by @Rafael | Stardance
|
1792766911.110239
|
1793371711.110239
|
|
5617
|
Portfolio website by @Ghabys | Stardance
|
Ghabys
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Portfolio website by @Ghabys | Stardance
|
1792723879.785347
|
1793328679.785347
|
|
5618
|
My awesome macropad! by @rishib | Stardance
|
rishib
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @rishib | Stardance
|
1792662929.7307205
|
1793267729.7307205
|
|
5619
|
Manta Ray Microplastic Tracker & Filter by @pr Manta Ray Microplastic Tracker & Filter by @prajithvishnur | Stardance...
|
prajithvishnur
|
1
|
10.36
|
99
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T18:00:00Z", "hours": 5.0, "multiplier": 18.19, "payout": 99, "blessing": "neutral", "text": "What did I make? I made the Manta Ray CFD Architecture, a bio-inspired fluid dynamics simulation engine that models how manta rays filter microplastics without clogging. Instead of standard physical sieves, it simulates vortical separation to show how fluid currents deflect plastic particles away from a filter. The backend calculates real-time buoyancy and drag forces, while the front end displays the tracking simulation on a custom dark-mode HUD dashboard. I hope to use this for my future projects. What was challenging? The hardest part was optimizing the physics loop so the mass-continuity formulas and particle drag forces could render in real time without lagging the web interface. I also struggled with writing custom CSS overrides to achieve the exact glassmorphic dashboard look I wanted, alongside resolving some frustrating Git merge conflicts during the live cloud deployment. What am I proud of? I am incredibly proud of creating a highly polished, enterprise-grade interface that seamlessly integrates a live physics loop with a persistent telemetry database. Hitting a peak intake flux of 48.8 liters per minute with a perfect 100% deflection purity index during baseline stress tests proved that the underlying mathematical model I built genuinely works. What should people know so that they can test my project? To test it, just visit the live link and adjust the sidebar sliders for raker geometry, flow velocity, and debris count to watch the canvas metrics recalculate in real time. Make sure to toggle the Storm Surge Tensors switch, which injects chaotic velocity noise into the fluid grid to stress-test the system for boundary leakage. Thank you so much for taking the time to view my project. I really hope this is good, as this is one of my first shipped projects!", "repo": "https://github.com/prajith-vishnu/manta-ray-filtration-system", "demo": "https://manta-ray-filtration-system.streamlit.app/?"}]...
|
[{"post_id": 7257, "ts": "2026 [{"post_id": 7257, "ts": "2026-06-12T03:16:27Z", "hours": 0.7225, "text": "A few last-minute design tweaks. Ready to ship!"}, {"post_id": 5198, "ts": "2026-06-08T21:52:48Z", "hours": 0.9878, "text": "attempted to make changes but resulted in errors. went back to orignal code."}, {"post_id": 5094, "ts": "2026-06-08T19:38:21Z", "hours": 2.7667, "text": "Fixed minor bugs and reshipped!"}, {"post_id": 2901, "ts": "2026-06-05T20:08:50Z", "hours": 0.8842, "text": "The Compliance Patch & UI Optimization After submitting the initial build, I ran into a quick compliance hurdle regarding explicit AI disclosures on the actual platform interface. I jumped straight back into the codebase to make the entire workspace 100% airtight and transparent. I embedded a formal AI Attribution and Usage Declaration directly into the live user interface, placing a clean summary anchor inside the sidebar control console and a comprehensive engineering footer at the very bottom of the main dashboard viewport. While I was under the hood, I also took the opportunity to optimize the front end and clear out some native terminal warnings. I refactored the data logging layout, swapping out the deprecated use_container_width parameters for the updated width=“stretch” property to ensure full compatibility with the latest Streamlit engine standards. After wrestling with a quick remote branch sync in the terminal, the compliance patch was successfully merged and pushed live to GitHub. The digital twin is now fully transparent, warning-free, and officially certified for the final judging review!"}, {"post_id": 2832, "ts": "2026-06-05T17:45:00Z", "hours": 1.7072, "text": "For this final sprint, I focused entirely on turning this from a basic simulation script into a production-grade web application. I spent a lot of time stripping out the default Streamlit styling and injecting custom CSS overrides to build a bespoke, dark-mode HUD dashboard. Now, the platform features glowing cyan metric highlights and a translucent visualization canvas that gives it an elite, aerospace-grade engineering look. On the physics side, I ran rigorous baseline stress tests to validate the calculation pathways against real-world microplastic data. Under steady-state parameters, the simulation successfully managed an intake flux stream of 48.8 liters per minute and a filtrate discharge of 21.9 liters per minute, locking in a perfect 100% deflection purity index with zero boundary leaks. I also fully deployed a persistent data logging system using pandas, meaning every single time you tweak a slider for the raker geometry or debris load, the engine instantly tracks those telemetry changes inside a local session state. With the final documentation complete and the repository looking insanely clean, the digital twin is fully public, responsive, and ready to ship."}, {"post_id": 1512, "ts": "2026-06-03T16:17:01Z", "hours": 0.68, "text": "The interactive demo is officially live, and we have finally crossed the finish line. What started out as a quiet local Python script running in a terminal has been completely transformed, polished, and deployed into a public, dark-themed Streamlit web application. This final release brings together all the heavy engineering frameworks, integrating full hydrodynamic continuity tracking to maintain perfect mass balance across the filtration channel alongside a high-frequency Storm Surge Mode designed to stress-test the bio-inspired manta ray gill raker geometry against chaotic fluid vectors in real time. The entire codebase is public, fully synchronized with its environment handlers, and streaming live right now for the world to see. You can jump straight into the live web workspace at https://manta-ray-filtration-system.streamlit.app to test the parameters yourself or explore the open-source repository at https://github.com/prajith-vishnu/manta-ray-filtration-system to dive into the mathematical physics documentation and see how the final build came together."}, {"post_id": 1487, "ts": "2026-06-03T15:19:29Z", "hours": 0.8478, "text": "For this next leg of the build, the simulation officially made the massive leap from a quiet backend script running in the terminal into a full-blown, interactive engineering dashboard. I wanted to turn this into a live, playable workspace where anyone could mess with the variables on the fly, so I integrated real-time sliders for flow velocity and raker height alongside a dynamic polymer selector console. Now, instead of hardcoding numbers and re-running the script, you can instantly tweak the setup and watch how different plastics react to the changing fluid currents right in front of you. The absolute highlight of this session was shipping what I am calling “Storm Surge Mode.” This is basically a brutal stress-test toggle that injects chaotic vertical acceleration forces and fluid velocity eddies straight into the simulation. It completely disrupts the clean current to mimic critical, real-world storm conditions, letting me see if the bio-inspired raker geometry can actually hold its own when things get rough out in the open ocean. To back all of this up visually, I also had to do a major physics rewrite under the hood. Previously, there were some annoying visual path-clipping bugs where the particle trails would look jagged or cut off near the boundaries. By moving the coordinate logging logic directly inside the nested sub-stepping loop, I finally cleared out those tracking glitches. The engine now delivers pixel-perfect precision right around the edges of the rakers, making the visual simulation look incredibly sharp and professional."}, {"post_id": 1266, "ts": "2026-06-03T04:38:53Z", "hours": 1.5147, "text": "Once the basic single-particle loop was stable, it was time to scale up the complexity to see how the system handled a more realistic, crowded environment. I upgraded the core engine to process a chaotic intake cloud of 50 distinct microplastic particles, all spawning at completely randomized vertical entry points to simulate a true messy current. Throwing that many objects at a high flow velocity of 250 millimeters per second immediately triggered a classic simulation glitch called tunneling, where particles move so fast between frames that they literally skip straight through solid walls without registering a collision. To fix this boundary breakdown, I implemented a sub-stepping physics processor that cracks open each standard time frame and divides it into 10 microscopic intervals, dropping the delta time down to a razor-sharp one-thousandth of a second. Alongside the processing fix, I overhauled the raker profiles from flat shapes into true downstream-slanted fins using a two-slope geometric matrix that features a gentle leading edge paired with a steep trailing edge. This combination of tighter time tracking and accurate geometry paid off completely, with the high-fidelity engine locking in a mathematically verified 100% filtration efficiency yield and proving that the bio-inspired boundary layer forces can successfully override downward suction to execute clean ricochet separation. Honestly, working through these complex physics anomalies and structuring the data loops has made things click in a way they never had before, and I am really starting to feel like I’m getting the hang of programming now. My confidence with Python is hitting a whole new level, especially because I have been leveraging AI as an interactive coding partner throughout this entire sprint. Instead of just staring at errors or trying to guess why a boundary layer isn’t registering, I use the AI to brainstorm script architectures, debug tricky syntax bottlenecks, and deeply understand how to properly execute those micro-stepping intervals. It honestly feels like having a senior developer sitting right next to me, helping me bridge the gap between the fluid dynamics math in my head and the actual code, which has completely accelerated how fast I can learn and ship clean software."}, {"post_id": 1220, "ts": "2026-06-03T02:26:22Z", "hours": 0.7117, "text": "This project actually started because of a problem I ran into during a previous experiment. I had recently built a working microplastic filter using a homemade castor oil-based ferrofluid, and while it actually worked, it bothered me how much material was wasted in the process. I knew there had to be a cleaner, more sustainable way to separate these particles without constantly burning through physical resources, which is what led me deep into the research of marine biology. That is when I discovered how manta rays use vortical separation inside their gill rakers to filter food out of the ocean without ever clogging. My ultimate goal is to take this digital research and use it to manufacture a real, physical filter one day, but the first step was proving the math could work in a digital environment. To kick off development, I officially built and launched the core simulation engine inside a script called flow_model.py. The primary challenge here was establishing proper physical scaling, taking a real-world oceanic flow velocity of 31.3 kilometers per hour and accurately converting it down into localized millimeter-per-second computational forces inside the channel. I integrated a sine-wave mathematical function to simulate the unique, bio-inspired vortical fluid behavior that happens when water hits the geometry of the ray’s rakers. The initial tracking code is running incredibly well, calculating smooth coordinate paths for the particles and resolving a full 100mm transit loop in just 0.40 seconds."}]...
|
Title: Manta Ray Microplastic Tracker & Filter Title: Manta Ray Microplastic Tracker & Filter by @prajithvishnur | Stardance
Devlogs:
This project actually started because of a problem I ran into during a previous experiment. I had recently built a working microplastic filter using a homemade castor oil-based ferrofluid, and while it actually worked, it bothered me how much material was wasted in the process. I knew there had to be a cleaner, more sustainable way to separate these particles without constantly burning through physical resources, which is what led me deep into the research of marine biology. That is when I discovered how manta rays use vortical separation inside their gill rakers to filter food out of the ocean without ever clogging. My ultimate goal is to take this digital research and use it to manufacture a real, physical filter one day, but the first step was proving the math could work in a digital environment. To kick off development, I officially built and launched the core simulation engine inside a script called flow_model.py. The primary challenge here was establishing proper physical scaling, taking a real-world oceanic flow velocity of 31.3 kilometers per hour and accurately converting it down into localized millimeter-per-second computational forces inside the channel. I integrated a sine-wave mathematical function to simulate the unique, bio-inspired vortical fluid behavior that happens when water hits the geometry of the ray’s rakers. The initial tracking code is running incredibly well, calculating smooth coordinate paths for the particles and resolving a full 100mm transit loop in just 0.40 seconds.
Once the basic single-particle loop was stable, it was time to scale up the complexity to see how the system handled a more realistic, crowded environment. I upgraded the core engine to process a chaotic intake cloud of 50 distinct microplastic particles, all spawning at completely randomized vertical entry points to simulate a true messy current. Throwing that many objects at a high flow velocity of 250 millimeters per second immediately triggered a classic simulation glitch called tunneling, where particles move so fast between frames that they literally skip straight through solid walls without registering a collision. To fix this boundary breakdown, I implemented a sub-stepping physics processor that cracks open each standard time frame and divides it into 10 microscopic intervals, dropping the delta time down to a razor-sharp one-thousandth of a second. Alongside the processing fix, I overhauled the raker profiles from flat shapes into true downstream-slanted fins using a two-slope geometric matrix that features a gentle leading edge paired with a steep trailing edge. This combination of tighter time tracking and accurate geometry paid off completely, with the high-fidelity engine locking in a mathematically verified 100% filtration efficiency yield and proving that the bio-inspired boundary layer forces can successfully override downward suction to execute clean ricochet separation. Honestly, working through these complex physics anomalies and structuring the data loops has made things click in a way they never had before, and I am really starting to feel like I’m getting the hang of programming now. My confidence with Python is hitting a whole new level, especially because I have been leveraging AI as an interactive coding partner throughout this entire sprint. Instead of just staring at errors or trying to guess why a boundary layer isn’t registering, I use the AI to brainstorm script architectures, debug tricky syntax bottlenecks, and deeply understand how to properly execute those micro-stepping intervals. It honestly feels like having a senior developer sitting right next to me, helping me bridge the gap between the fluid dynamics math in my head and the actual code, which has completely accelerated how fast I can learn and ship clean software.
For this next leg of the build, the simulation officially made the massive leap from a quiet backend script running in the terminal into a full-blown, interactive engineering dashboard. I wanted to turn this into a live, playable workspace where anyone could mess with the variables on the fly, so I integrated real-time sliders for flow velocity and raker height alongside a dynamic polymer selector console. Now, instead of hardcoding numbers and re-running the script, you can instantly tweak the setup and watch how different plastics react to the changing fluid currents right in front of you. The absolute highlight of this session was shipping what I am calling “Storm Surge Mode.” This is basically a brutal stress-test toggle that injects chaotic vertical acceleration forces and fluid velocity eddies straight into the simulation. It completely disrupts the clean current to mimic critical, real-world storm conditions, letting me see if the bio-inspired raker geometry can actually hold its own when things get rough out in the open ocean. To back all of this up visually, I also had to do a major physics rewrite under the hood. Previously, there were some annoying visual path-clipping bugs where the particle trails would look jagged or cut off near the boundaries. By moving the coordinate logging logic directly inside the nested sub-stepping loop, I finally cleared out those tracking glitches. The engine now delivers pixel-perfect precision right around the edges of the rakers, making the visual simulation look incredibly sharp and professional.
The interactive demo is officially live, and we have finally crossed the finish line. What started out as a quiet local Python script running in a terminal has been completely transformed, polished, and deployed into a public, dark-themed Streamlit web application. This final release brings together all the heavy engineering frameworks, integrating full hydrodynamic continuity tracking to maintain perfect mass balance across the filtration channel alongside a high-frequency Storm Surge Mode designed to stress-test the bio-inspired manta ray gill raker geometry against chaotic fluid vectors in real time. The entire codebase is public, fully synchronized with its environment handlers, and streaming live right now for the world to see. You can jump straight into the live web workspace at https://manta-ray-filtration-system.streamlit.app to test the parameters yourself or explore the open-source repository at https://github.com/prajith-vishnu/manta-ray-filtration-system to dive into the mathematical physics documentation and see how the final build came together.
For this final sprint, I focused entirely on turning this from a basic simulation script into a production-grade web application. I spent a lot of time stripping out the default Streamlit styling and injecting custom CSS overrides to build a bespoke, dark-mode HUD dashboard. Now, the platform features glowing cyan metric highlights and a translucent visualization canvas that gives it an elite, aerospace-grade engineering look. On the physics side, I ran rigorous baseline stress tests to validate the calculation pathways against real-world microplastic data. Under steady-state parameters, the simulation successfully managed an intake flux stream of 48.8 liters per minute and a filtrate discharge of 21.9 liters per minute, locking in a perfect 100% deflection purity index with zero boundary leaks. I also fully deployed a persistent data logging system using pandas, meaning every single time you tweak a slider for the raker geometry or debris load, the engine instantly tracks those telemetry changes inside a local session state. With the final documentation complete and the repository looking insanely clean, the digital twin is fully public, responsive, and ready to ship.
The Compliance Patch & UI Optimization After submitting the initial build, I ran into a quick compliance hurdle regarding explicit AI disclosures on the actual platform interface. I jumped straight back into the codebase to make the entire workspace 100% airtight and transparent. I embedded a formal AI Attribution and Usage Declaration directly into the live user interface, placing a clean summary anchor inside the sidebar control console and a comprehensive engineering footer at the very bottom of the main dashboard viewport. While I was under the hood, I also took the opportunity to optimize the front end and clear out some native terminal warnings. I refactored the data logging layout, swapping out the deprecated use_container_width parameters for the updated width=“stretch” property to ensure full compatibility with the latest Streamlit engine standards. After wrestling with a quick remote branch sync in the terminal, the compliance patch was successfully merged and pushed live to GitHub. The digital twin is now fully transparent, warning-free, and officially certified for the final judging review!
Fixed minor bugs and reshipped!
attempted to make changes but resulted in errors. went back to orignal code.
A few last-minute design tweaks. Ready to ship!
Ships:
What did I make? I made the Manta Ray CFD Architecture, a bio-inspired fluid dynamics simulation engine that models how manta rays filter microplastics without clogging. Instead of standard physical sieves, it simulates vortical separation to show how fluid currents deflect plastic particles away from a filter. The backend calculates real-time buoyancy and drag forces, while the front end displays the tracking simulation on a custom dark-mode HUD dashboard. I hope to use this for my future projects. What was challenging? The hardest part was optimizing the physics loop so the mass-continuity formulas and particle drag forces could render in real time without lagging the web interface. I also struggled with writing custom CSS overrides to achieve the exact glassmorphic dashboard look I wanted, alongside resolving some frustrating Git merge conflicts during the live cloud deployment. What am I proud of? I am incredibly proud of creating a highly polished, enterprise-grade interface that seamlessly integrates a live physics loop with a persistent telemetry database. Hitting a peak intake flux of 48.8 liters per minute with a perfect 100% deflection purity index during baseline stress tests proved that the underlying mathematical model I built genuinely works. What should people know so that they can test my project? To test it, just visit the live link and adjust the sidebar sliders for raker geometry, flow velocity, and debris count to watch the canvas metrics recalculate in real time. Make sure to toggle the Storm Surge Tensors switch, which injects chaotic velocity noise into the fluid grid to stress-test the system for boundary leakage. Thank you so much for taking the time to view my project. I really hope this is good, as this is one of my first shipped projects!...
|
1793134160.1377082
|
1793220560.1377082
|
|
5620
|
My first slack bot! by @rishib | Stardance
|
rishib
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rishib | Stardance
|
1792680786.117381
|
1793285586.117381
|
|
5621
|
My first slack bot! by @Luka_J | Stardance
|
Luka_J
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Luka_J | Stardance
|
1793213809.1417248
|
1793818609.1417248
|
|
5622
|
aura tester by @Jdog | Stardance
|
Jdog
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: aura tester by @Jdog | Stardance
|
1793303685.896155
|
1793908485.896155
|
|
5623
|
Far away by @ismael | Stardance
|
ismael
|
0
|
49.74
|
0
|
[]
|
[{"post_id": 43673, "ts": "202 [{"post_id": 43673, "ts": "2026-08-09T02:15:46Z", "hours": 10.4142, "text": "Devlog #6 So, it’s been a while since I made any progress on this project because of school and stuff. I still haven’t made much more progress, but I wanted to log these hours before continuing. If I remember correctly, all I did was make the energy system, making sure that the player restores energy by sleeping and wastes it by repairing machines around the base. Also, all machines now display their status and integrity. I also made the system that damages the machines, so the whole point will be that machines that are more damaged will fail more often, and the whole base will deteriorate over time. It’s up to the player to decide what to repair and to what degree with the energy they have. For example, fully repairing the heating system might take the energy that you need for the lab, but you might consider the heating system to be more important, and so on… So yeah :)"}, {"post_id": 13556, "ts": "2026-06-22T06:05:22Z", "hours": 16.7378, "text": "Devlog #5 Hi everybody! This week was focused on turning individual mechanics into a playable experience.Several new sections of the Titan base have been added, including industrial storage and processing areas. I spent a lot of time working on interactions. Ladders are now fully functional, with dedicated animations and movement systems, and the first version of the sleep mechanic has been fully implemented along a more smooth animation for it. Most of the work this week wasn’t spent creating entirely new features, but refining and connecting existing ones. The game is slowly reaching the point where I can experience a full gameplay loop rather than a collection of separate systems. There is still a lot of work ahead, especially regarding minigames, textures, and story content. I’m working now in cutscenes and textdialogs to make sure that there is a well told narrative. Hope what i show seems interesting and good luck to everyone!"}, {"post_id": 10431, "ts": "2026-06-17T04:30:33Z", "hours": 9.0658, "text": "Devlog #4 Hi everybody! A lot of progress has been made since the last devlog the Titan base, where the entire game takes place, is now almost fully modeled. Most of the major systems are in place, including communications, water recycling, heating, and the biodome. The biodome is fully functional and features a plant growth system that progresses based on the passing days on Titan. The exterior environment of Titan is also complete the hands shown in the first devlog have been replaced with fully 3D animated hands, with unique animations for every interaction in the game i’ve also added an inspection system that lets players pick up, rotate, and closely examine objects, this will be used to reveal important story details naturally, without interrupting gameplay most of the recent work has focused on atmosphere and immersion, and the game is finally starting to feel like the lonely, isolated place I imagined from the beginning next, I’ll be working on repair minigames, textures, and the log system. The logs will play a major role in survival, as the number of days you must endure depends on how effectively you convince people on Earth to organize a rescue mission I’m really happy with the direction of the project so far. It’s shaping up to be a short psychological sci-fi horror experience"}, {"post_id": 8801, "ts": "2026-06-14T16:47:40Z", "hours": 3.6253, "text": "Devlog #3 Spent a few hours in Blender this last few days, learning the basics of 3D modeling and putting together some of the machines for the base. It’s a shame those hours aren’t tracked anywhere, because there was a lot of trial and error involved. The process has been surprisingly fun, and it’s starting to make the world feel more real. Most of these machines are so specific that finding suitable models online isn’t really an option, so I decided to build them myself. For more common props and environment assets, though, I’ll be using existing models so I can focus on what matters most: actually putting the game together. It’s still early, but seeing these systems take shape makes the project feel a lot more tangible. The goal now is to start turning this isolated systems into a playable base on Titan."}, {"post_id": 4648, "ts": "2026-06-08T01:40:57Z", "hours": 5.7944, "text": "Devlog #2 i have struggle a LOT learning C# and modeling stuff but after a bunch of errors i built a dome that will serve as the main agricultural and research area of the outpost. One of the player’s objectives is to grow plants inside the dome as part of an experiment to determine whether sustainable food production is possible on Titan. The dome also provides protection from Titan’s harsh environmental conditions, allowing crops to grow in a controlled environment. I also implemented a simple time progression mechanic. Time is measured in “Sols,” which represent the equivalent of Earth days in the game. As Sols pass, the environment and other gameplay elements will gradually change, reflecting the progression of the mission. Additionally, I improved the camera controls to make movement feel smoother and more natural for the player. Finally, I have defined the game’s story wich i really needed cause i felt the game lacked direction. Here’s a story overview: The game follows the first human expedition to Titan, Saturn’s largest moon. The mission’s objective is to establish a small research outpost, study Titan’s environment, and evaluate whether long-term human habitation could one day be possible. The crew consists of four astronauts, including the player. During an early exploration mission, the player remains at a temporary surface base to monitor scientific equipment and oversee operations while the rest of the crew ventures into the surrounding terrain. While monitoring the mission, the player detects a powerful atmospheric storm approaching the crew and warns them through radio communication. Shortly afterward, all contact is lost. Faced with an unknown threat, the other astronauts retreat to the main spacecraft and leave Titan, believing the player has already been informed of the evacuation. Due to communication failures, the player never receives the message. After losing contact, the player ventures outside in search of the crew’s last known location, only to witness the spacecraft departing Titan without them. Panicked and alone, they return to the outpost, accidentally damaging critical life-support systems. Repairing these systems serves as an introduction to the game’s repair mechanics. With no immediate hope of rescue, the player sends a distress signal and begins a long struggle for survival. They must maintain the base, operate scientific machinery, conduct experiments, and grow crops inside a research dome designed to test whether food can be sustainably produced on Titan. As time passes, isolation begins to take its toll. Strange events, distant shadows, and unexplained phenomena blur the line between reality and imagination. The player is left questioning whether Titan truly is lifeless—or whether something else exists beneath its frozen surface. The game focuses on loneliness, survival, and the psychological effects of isolation. Its atmosphere emphasizes the vastness of space, the distance from Earth, and the uncertainty of being completely alone in an alien world. Eventually, a rescue mission arrives. However, after everything the player has experienced, they must make a final decision: trust the returning crew and leave Titan behind, or remain on the moon, convinced that the people who came to save them may not be who they claim to be."}, {"post_id": 1775, "ts": "2026-06-03T23:39:22Z", "hours": 4.1028, "text": "Devlog #1 Hi everybody! i just started this game about a guy who is left alone in his spaceship in titan and need to use all his knowledge to get back home. I have pretty much no experience with unity so it has been a fun challenge making the basic stuff. I finally made all the movements with sprint and crouch and also made a functional door wich im very proud of :). the game is supossed to have a bunch of survival-like mechanics, and by the look of it, it will probably be kind of horror like, idk, im just flowing with it. we’ll see how it turns out, really excited about it! sorry if my english isn’t the best btw, been a while since a practice. good luck to everyone!"}]...
|
Title: Far away by @ismael | Stardance
Devlogs:
D Title: Far away by @ismael | Stardance
Devlogs:
Devlog #1 Hi everybody! i just started this game about a guy who is left alone in his spaceship in titan and need to use all his knowledge to get back home. I have pretty much no experience with unity so it has been a fun challenge making the basic stuff. I finally made all the movements with sprint and crouch and also made a functional door wich im very proud of :). the game is supossed to have a bunch of survival-like mechanics, and by the look of it, it will probably be kind of horror like, idk, im just flowing with it. we’ll see how it turns out, really excited about it! sorry if my english isn’t the best btw, been a while since a practice. good luck to everyone!
Devlog #2 i have struggle a LOT learning C# and modeling stuff but after a bunch of errors i built a dome that will serve as the main agricultural and research area of the outpost. One of the player’s objectives is to grow plants inside the dome as part of an experiment to determine whether sustainable food production is possible on Titan. The dome also provides protection from Titan’s harsh environmental conditions, allowing crops to grow in a controlled environment. I also implemented a simple time progression mechanic. Time is measured in “Sols,” which represent the equivalent of Earth days in the game. As Sols pass, the environment and other gameplay elements will gradually change, reflecting the progression of the mission. Additionally, I improved the camera controls to make movement feel smoother and more natural for the player. Finally, I have defined the game’s story wich i really needed cause i felt the game lacked direction. Here’s a story overview: The game follows the first human expedition to Titan, Saturn’s largest moon. The mission’s objective is to establish a small research outpost, study Titan’s environment, and evaluate whether long-term human habitation could one day be possible. The crew consists of four astronauts, including the player. During an early exploration mission, the player remains at a temporary surface base to monitor scientific equipment and oversee operations while the rest of the crew ventures into the surrounding terrain. While monitoring the mission, the player detects a powerful atmospheric storm approaching the crew and warns them through radio communication. Shortly afterward, all contact is lost. Faced with an unknown threat, the other astronauts retreat to the main spacecraft and leave Titan, believing the player has already been informed of the evacuation. Due to communication failures, the player never receives the message. After losing contact, the player ventures outside in search of the crew’s last known location, only to witness the spacecraft departing Titan without them. Panicked and alone, they return to the outpost, accidentally damaging critical life-support systems. Repairing these systems serves as an introduction to the game’s repair mechanics. With no immediate hope of rescue, the player sends a distress signal and begins a long struggle for survival. They must maintain the base, operate scientific machinery, conduct experiments, and grow crops inside a research dome designed to test whether food can be sustainably produced on Titan. As time passes, isolation begins to take its toll. Strange events, distant shadows, and unexplained phenomena blur the line between reality and imagination. The player is left questioning whether Titan truly is lifeless—or whether something else exists beneath its frozen surface. The game focuses on loneliness, survival, and the psychological effects of isolation. Its atmosphere emphasizes the vastness of space, the distance from Earth, and the uncertainty of being completely alone in an alien world. Eventually, a rescue mission arrives. However, after everything the player has experienced, they must make a final decision: trust the returning crew and leave Titan behind, or remain on the moon, convinced that the people who came to save them may not be who they claim to be.
Devlog #3 Spent a few hours in Blender this last few days, learning the basics of 3D modeling and putting together some of the machines for the base. It’s a shame those hours aren’t tracked anywhere, because there was a lot of trial and error involved. The process has been surprisingly fun, and it’s starting to make the world feel more real. Most of these machines are so specific that finding suitable models online isn’t really an option, so I decided to build them myself. For more common props and environment assets, though, I’ll be using existing models so I can focus on what matters most: actually putting the game together. It’s still early, but seeing these systems take shape makes the project feel a lot more tangible. The goal now is to start turning this isolated systems into a playable base on Titan.
Devlog #4 Hi everybody! A lot of progress has been made since the last devlog the Titan base, where the entire game takes place, is now almost fully modeled. Most of the major systems are in place, including communications, water recycling, heating, and the biodome. The biodome is fully functional and features a plant growth system that progresses based on the passing days on Titan. The exterior environment of Titan is also complete the hands shown in the first devlog have been replaced with fully 3D animated hands, with unique animations for every interaction in the game i’ve also added an inspection system that lets players pick up, rotate, and closely examine objects, this will be used to reveal important story details naturally, without interrupting gameplay most of the recent work has focused on atmosphere and immersion, and the game is finally starting to feel like the lonely, isolated place I imagined from the beginning next, I’ll be working on repair minigames, textures, and the log system. The logs will play a major role in survival, as the number of days you must endure depends on how effectively you convince people on Earth to organize a rescue mission I’m really happy with the direction of the project so far. It’s shaping up to be a short psychological sci-fi horror experience
Devlog #5 Hi everybody! This week was focused on turning individual mechanics into a playable experience.Several new sections of the Titan base have been added, including industrial storage and processing areas. I spent a lot of time working on interactions. Ladders are now fully functional, with dedicated animations and movement systems, and the first version of the sleep mechanic has been fully implemented along a more smooth animation for it. Most of the work this week wasn’t spent creating entirely new features, but refining and connecting existing ones. The game is slowly reaching the point where I can experience a full gameplay loop rather than a collection of separate systems. There is still a lot of work ahead, especially regarding minigames, textures, and story content. I’m working now in cutscenes and textdialogs to make sure that there is a well told narrative. Hope what i show seems interesting and good luck to everyone!
Devlog #6 So, it’s been a while since I made any progress on this project because of school and stuff. I still haven’t made much more progress, but I wanted to log these hours before continuing. If I remember correctly, all I did was make the energy system, making sure that the player restores energy by sleeping and wastes it by repairing machines around the base. Also, all machines now display their status and integrity. I also made the system that damages the machines, so the whole point will be that machines that are more damaged will fail more often, and the whole base will deteriorate over time. It’s up to the player to decide what to repair and to what degree with the energy they have. For example, fully repairing the heating system might take the energy that you need for the lab, but you might consider the heating system to be more important, and so on… So yeah :)...
|
1792785258.885274
|
1793390058.885274
|
|
5624
|
Connect 4 180 by @Tyson_rottie | Stardance
|
Tyson_rottie
|
1
|
24.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T03:15:06Z", "hours": 24.0, "multiplier": 6.22, "payout": 150, "blessing": "neutral", "text": "I made connect 4 but the board flips every 6 turns, this is my first python project that uses imports something from another file so I had to learn how to do that, getting the board to accurately flip was the hardest part of this project, this is my first time using pygame so I had to learn how to display text, images and sounds, in order to run the project you need to run the main.py file", "repo": "https://github.com/tyson587/connect-4-Flip", "demo": "https://codeconqueror0209.itch.io/connect-4-flip"}]...
|
[{"post_id": 28681, "ts": "202 [{"post_id": 28681, "ts": "2026-07-15T02:32:37Z", "hours": 9.0661, "text": "Finished the game, added a settings menu which allows you to select different options such as, if you can see the countdown, how many turns in between flips, and if the turns between flips should be random, also fixed bugs where the player or ai could drop pieces while other pieces were falling and fixed bug where a false win would be detected"}, {"post_id": 25019, "ts": "2026-07-08T22:57:24Z", "hours": 4.6103, "text": "Finally got the AI to work, for a while the AI would just go filling roles from left to right without making any smart decisions or it just wouldn’t make a decision at all. I realized the problem was that one of my numbers that should’ve been negative was positive, whoops. I was also able to get board flipping to work so now after 6 turns it will flip. What I am adding: settings menu to change how often the board flips. Animation of the pieces falling."}, {"post_id": 22491, "ts": "2026-07-04T23:54:40Z", "hours": 6.2117, "text": "Added - win detection now fully working, main menu, and updated visuals. I am currently working on getting the board to flip and an AI to play against."}, {"post_id": 20291, "ts": "2026-07-01T20:58:35Z", "hours": 4.2628, "text": "Got pieces falling into place correctly and horizontal win detection working, currently need to implement vertical and diagonal win detection"}]...
|
Title: Connect 4 180 by @Tyson_rottie | Stardance
Title: Connect 4 180 by @Tyson_rottie | Stardance
Devlogs:
Got pieces falling into place correctly and horizontal win detection working, currently need to implement vertical and diagonal win detection
Added - win detection now fully working, main menu, and updated visuals. I am currently working on getting the board to flip and an AI to play against.
Finally got the AI to work, for a while the AI would just go filling roles from left to right without making any smart decisions or it just wouldn’t make a decision at all. I realized the problem was that one of my numbers that should’ve been negative was positive, whoops. I was also able to get board flipping to work so now after 6 turns it will flip. What I am adding: settings menu to change how often the board flips. Animation of the pieces falling.
Finished the game, added a settings menu which allows you to select different options such as, if you can see the countdown, how many turns in between flips, and if the turns between flips should be random, also fixed bugs where the player or ai could drop pieces while other pieces were falling and fixed bug where a false win would be detected
Ships:
I made connect 4 but the board flips every 6 turns, this is my first python project that uses imports something from another file so I had to learn how to do that, getting the board to accurately flip was the hardest part of this project, this is my first time using pygame so I had to learn how to display text, images and sounds, in order to run the project you need to run the main.py file...
|
1793263954.9673686
|
1793350354.9673686
|
|
5625
|
Life-Size R2D2 by @GasMileage | Stardance
|
GasMileage
|
0
|
1.58
|
0
|
[]
|
[{"post_id": 19293, "ts": "202 [{"post_id": 19293, "ts": "2026-06-30T15:45:23Z", "hours": 0.3667, "text": "I continued from last time, and colored the right leg in Bambu Studio. However, I think I will have to do it later due to the fact that I need to make this part twice as big."}, {"post_id": 19017, "ts": "2026-06-30T05:45:25Z", "hours": 1.2167, "text": "I started with a model on makerworld, and started modifying it to work for what I want. I found a half size model so I will have to multiply it by 2 when I’m done. Today I looked at LED matrices for the lights on R2 and started making wire holes for the legs so we can put motors in it."}]...
|
Title: Life-Size R2D2 by @GasMileage | Stardance
Title: Life-Size R2D2 by @GasMileage | Stardance
Devlogs:
I started with a model on makerworld, and started modifying it to work for what I want. I found a half size model so I will have to multiply it by 2 when I’m done. Today I looked at LED matrices for the lights on R2 and started making wire holes for the legs so we can put motors in it.
I continued from last time, and colored the right leg in Bambu Studio. However, I think I will have to do it later due to the fact that I need to make this part twice as big....
|
1792659118.548279
|
1793263918.548279
|
|
5626
|
DetecTop by @MC | Stardance
|
MC
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DetecTop by @MC | Stardance
|
1792918057.936474
|
1793782057.936474
|
|
5627
|
Untitled project by @Eleanorthehamster | Stardance
|
Eleanorthehamster
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Eleanorthehamster | St Title: Untitled project by @Eleanorthehamster | Stardance...
|
1793170161.0870767
|
1793774961.0870767
|
|
5628
|
My first slack bot! by @MC | Stardance
|
MC
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @MC | Stardance
|
1793192016.6591787
|
1793796816.6591787
|
|
5629
|
Shay Locomotive by @GasMileage | Stardance
|
GasMileage
|
0
|
3.35
|
0
|
[]
|
[{"post_id": 28000, "ts": "202 [{"post_id": 28000, "ts": "2026-07-13T23:35:03Z", "hours": 2.4169, "text": "I designed new trucks (the wheel housing) for the train, because the old ones weren’t good at all."}, {"post_id": 26591, "ts": "2026-07-11T14:44:22Z", "hours": 0.2833, "text": "I started disassembling the locomotive so I can print it out"}, {"post_id": 21554, "ts": "2026-07-03T15:59:28Z", "hours": 0.6503, "text": "I am disassembling the model so I can print it in a bunch of smaller pieces."}]...
|
Title: Shay Locomotive by @GasMileage | Stardance
Title: Shay Locomotive by @GasMileage | Stardance
Devlogs:
I am disassembling the model so I can print it in a bunch of smaller pieces.
I started disassembling the locomotive so I can print it out
I designed new trucks (the wheel housing) for the train, because the old ones weren’t good at all....
|
1793246061.4151638
|
1793850861.4151638
|
|
5630
|
Funny Tiny Keyboard by @OmarMurpy | Stardance
|
OmarMurpy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Funny Tiny Keyboard by @OmarMurpy | Stardan Title: Funny Tiny Keyboard by @OmarMurpy | Stardance...
|
1792723999.7140653
|
1793328799.7140653
|
|
5631
|
Untitled by @stephenfromcolorado | Stardance
|
stephenfromcolorado
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @stephenfromcolorado | Stardanc Title: Untitled by @stephenfromcolorado | Stardance...
|
1793260228.5693321
|
1793865028.5693321
|
|
5632
|
drawOff by @Wajeeh | Stardance
|
Wajeeh
|
0
|
13.67
|
0
|
[]
|
[{"post_id": 35511, "ts": "202 [{"post_id": 35511, "ts": "2026-07-27T00:06:50Z", "hours": 1.0014, "text": "Updated news, organized file structure, testing done, merged v1/main (final deployment preparing for vercel)"}, {"post_id": 35384, "ts": "2026-07-26T19:05:14Z", "hours": 0.7647, "text": "Judging Features (Voting) and 60s rounds now work; routes also fixed to redirect to fullest lobby (5 player system; 2 drawing + 3 judging, highest votes wins), styling for homepage statsPanel fixed to match, database tested & working"}, {"post_id": 31085, "ts": "2026-07-19T06:19:52Z", "hours": 3.4033, "text": "Integrated a DB for the app throgh Turso (has a lot of scalability… wanna make this big) to track stats for the site! Will hopefully entice viewers. Will style a bit more later but took a while cuz I messed up a lot of stuff and had to debug a while. Fixed TS errors and anything not letting me build."}, {"post_id": 18488, "ts": "2026-06-29T17:28:47Z", "hours": 0.7539, "text": "Implemented room codes, a basic frontend for the homepage (will style soon / make it pretty), and joining features for lobbies including random code generation. Also fixed some bugs with routing. Planning on working on the homepage to make it pretty now. Will also fix the play button glitch…"}, {"post_id": 13534, "ts": "2026-06-22T04:42:39Z", "hours": 6.2458, "text": "Socket.io WEBSOCKETS implemented. Multiplayer works, random lobbies generate. Barebones Tailwind CSS styling in. Undo/redo functionality persists across both canvas refs (both sides). History saves and reloads don’t ruin games. Colour wheel works. Reordered file structure (organized). Auto assigning of sides and implemented a small title bobbing animation."}, {"post_id": 1842, "ts": "2026-06-04T01:43:35Z", "hours": 0.7639, "text": "Changed UI a bit, fixed refs so 2 players can edit 2 canvasses separately, added an HTML slider input for line width! Will implement socket.io next so big patch for multiplayer incoming.."}, {"post_id": 1159, "ts": "2026-06-03T00:25:26Z", "hours": 0.7325, "text": "Implemented colour changing for the brush"}]...
|
Title: drawOff by @Wajeeh | Stardance
Devlogs:
Im Title: drawOff by @Wajeeh | Stardance
Devlogs:
Implemented colour changing for the brush
Changed UI a bit, fixed refs so 2 players can edit 2 canvasses separately, added an HTML slider input for line width! Will implement socket.io next so big patch for multiplayer incoming..
Socket.io WEBSOCKETS implemented. Multiplayer works, random lobbies generate. Barebones Tailwind CSS styling in. Undo/redo functionality persists across both canvas refs (both sides). History saves and reloads don’t ruin games. Colour wheel works. Reordered file structure (organized). Auto assigning of sides and implemented a small title bobbing animation.
Implemented room codes, a basic frontend for the homepage (will style soon / make it pretty), and joining features for lobbies including random code generation. Also fixed some bugs with routing. Planning on working on the homepage to make it pretty now. Will also fix the play button glitch…
Integrated a DB for the app throgh Turso (has a lot of scalability… wanna make this big) to track stats for the site! Will hopefully entice viewers. Will style a bit more later but took a while cuz I messed up a lot of stuff and had to debug a while. Fixed TS errors and anything not letting me build.
Judging Features (Voting) and 60s rounds now work; routes also fixed to redirect to fullest lobby (5 player system; 2 drawing + 3 judging, highest votes wins), styling for homepage statsPanel fixed to match, database tested & working
Updated news, organized file structure, testing done, merged v1/main (final deployment preparing for vercel)...
|
1793260328.2641826
|
1793865128.2641826
|
|
5633
|
Duskpad by @Ddark | Stardance
|
Ddark
|
0
|
11.33
|
0
|
[]
|
[{"post_id": 44315, "ts": "202 [{"post_id": 44315, "ts": "2026-08-10T00:03:17Z", "hours": 3.3314, "text": "What’s New ? I’m done with the case now. :D I ended up lengthening the design to be the same length as my Aula f75 so it would fit in cleaner with the rest of my desk. I also added a top layer to make the macro pad more comfortable to use as you can rest your palm on the extra length that was added and have your hand be able to reach the keys easier. I finished off the design by adding some small things like a USB port cut out and adjusting the length of the micro controller “window”. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What went wrong? One of the big things I really wanted to try to make was having the whole device angle like my current keyboard does and spent some time tried a multitude of different ways I thought I could make this happen and I ended up realizing that the only way to make it work the way I envisioned was to restart and make the cad model on a different plane. This would have included redoing the extremely annoying dxf file shenanigans from last time so I decided against it after wasting an hour or 2 exploring options to make this happen. Another, albeit smaller, issue I encountered was that my micro controller was too far back on my original PCB design and I ended up having to do some minor rerouting to push it forward so the USB port at the end of it would be accessible with the new USB cutout. Also the PCB broke in OnShape when I reloaded it but I just let that be. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What’s Next? I need to build out the firmware using QMK and code in the different layers for each key and figure out a way to connect the new top piece and the rest of the build without using glue or looking bad like screw holes do. After that my design should be ready to ship! :O"}, {"post_id": 27426, "ts": "2026-07-12T23:54:16Z", "hours": 4.3622, "text": "What’s New? I finally(almost) got the case for my macro pad modeled in CAD. The case uses a sandwich style mount where the PCB sits between a top and bottom plate that is screwed together at the corners. One interesting thing I decided to add is a hole so you can see the microcontroller directly to give it a more diy feel and just cus I like looking at cool electronics. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Goddamn was it a struggle I spent like an hour and a half and at least 8 attempts just trying to figure out how to get my switch plate to center properly without messing its dimensions up. I kept trying to set the distance between the switch plate dxf and the side of the case but it would always move just the line on the side of the file instead of the whole object. I ended up having to select the whole file to manually move it exactly into position because for some reason dxf files don’t import as one single selection. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What’s next? The main things I have to do are lower the plate, fillet the sides and make sure the USB on the micro controller can actually be accessed in the build. I also need to make some other aesthetic upgrades, namely trying to match the Aula F75(my current keyboard) in the way that its top and bottom plates meet."}, {"post_id": 21022, "ts": "2026-07-02T19:43:07Z", "hours": 3.3353, "text": "Just got done with the schematic and PCB design for Duskpad :D , which is a 16 key tri-mode macro pad with an OLED screen. I learned a lot about KiCad through this the main things being learning about global labels, matrix wiring, and vias . I kept redoing my wiring because I never felt like it looked “right” but I eventually realized that it doesn’t really matter how funky the wiring looks so I just put down whatever works DRC returns no errors. Next up I gotta work on the cad model and add some silkscreen art to my PCB."}, {"post_id": 6566, "ts": "2026-06-11T00:59:34Z", "hours": 0.2992, "text": "Just completed the Hackpad DIY guide( https://hackpad.hackclub.com/guide ) to familiarize myself with KiCAD ,I had to rewire the pcb after placing the microcontroller on the wrong side :( , and the proccess of building a macropad as a whole, so I can use it to make a tri-mode 16 key pad with numkey,calculator,and macropad functionallity.I forgot to connect Hackatime to Onshape and Kicad since this is my firstime using Hackatime so i only have 17min even though i spent like 3 hours on this. :( Looking forward to starting making the full featured PCB and case. :D"}]...
|
Title: Duskpad by @Ddark | Stardance
Devlogs:
Jus Title: Duskpad by @Ddark | Stardance
Devlogs:
Just completed the Hackpad DIY guide( https://hackpad.hackclub.com/guide ) to familiarize myself with KiCAD ,I had to rewire the pcb after placing the microcontroller on the wrong side :( , and the proccess of building a macropad as a whole, so I can use it to make a tri-mode 16 key pad with numkey,calculator,and macropad functionallity.I forgot to connect Hackatime to Onshape and Kicad since this is my firstime using Hackatime so i only have 17min even though i spent like 3 hours on this. :( Looking forward to starting making the full featured PCB and case. :D
Just got done with the schematic and PCB design for Duskpad :D , which is a 16 key tri-mode macro pad with an OLED screen. I learned a lot about KiCad through this the main things being learning about global labels, matrix wiring, and vias . I kept redoing my wiring because I never felt like it looked “right” but I eventually realized that it doesn’t really matter how funky the wiring looks so I just put down whatever works DRC returns no errors. Next up I gotta work on the cad model and add some silkscreen art to my PCB.
What’s New? I finally(almost) got the case for my macro pad modeled in CAD. The case uses a sandwich style mount where the PCB sits between a top and bottom plate that is screwed together at the corners. One interesting thing I decided to add is a hole so you can see the microcontroller directly to give it a more diy feel and just cus I like looking at cool electronics. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Goddamn was it a struggle I spent like an hour and a half and at least 8 attempts just trying to figure out how to get my switch plate to center properly without messing its dimensions up. I kept trying to set the distance between the switch plate dxf and the side of the case but it would always move just the line on the side of the file instead of the whole object. I ended up having to select the whole file to manually move it exactly into position because for some reason dxf files don’t import as one single selection. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What’s next? The main things I have to do are lower the plate, fillet the sides and make sure the USB on the micro controller can actually be accessed in the build. I also need to make some other aesthetic upgrades, namely trying to match the Aula F75(my current keyboard) in the way that its top and bottom plates meet.
What’s New ? I’m done with the case now. :D I ended up lengthening the design to be the same length as my Aula f75 so it would fit in cleaner with the rest of my desk. I also added a top layer to make the macro pad more comfortable to use as you can rest your palm on the extra length that was added and have your hand be able to reach the keys easier. I finished off the design by adding some small things like a USB port cut out and adjusting the length of the micro controller “window”. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What went wrong? One of the big things I really wanted to try to make was having the whole device angle like my current keyboard does and spent some time tried a multitude of different ways I thought I could make this happen and I ended up realizing that the only way to make it work the way I envisioned was to restart and make the cad model on a different plane. This would have included redoing the extremely annoying dxf file shenanigans from last time so I decided against it after wasting an hour or 2 exploring options to make this happen. Another, albeit smaller, issue I encountered was that my micro controller was too far back on my original PCB design and I ended up having to do some minor rerouting to push it forward so the USB port at the end of it would be accessible with the new USB cutout. Also the PCB broke in OnShape when I reloaded it but I just let that be. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ What’s Next? I need to build out the firmware using QMK and code in the different layers for each key and figure out a way to connect the new top piece and the rest of the build without using glue or looking bad like screw holes do. After that my design should be ready to ship! :O...
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1792652034.4645712
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1793256834.4645712
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5634
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Garden Rover by @mayumayu | Stardance
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mayumayu
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Title: Garden Rover by @mayumayu | Stardance
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5635
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Arduino Learn by @sanya | Stardance
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sanya
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Title: Arduino Learn by @sanya | Stardance
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5636
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Untitled by @JonButNotReally | Stardance
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Title: Untitled by @JonButNotReally | Stardance
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5637
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aerophone by @kimberly | Stardance
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kimberly
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Title: aerophone by @kimberly | Stardance
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5638
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WikiMe by @titanstar | Stardance
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Title: WikiMe by @titanstar | Stardance
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5639
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No Way But Down by @UsUsStudios | Stardance
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Title: No Way But Down by @UsUsStudios | Stardance
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discord-bot by @Cable | Stardance
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Title: discord-bot by @Cable | Stardance
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My awesome macropad! by @ibram | Stardance
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ibram
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Title: My awesome macropad! by @ibram | Stardance
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My awesome macropad! by @Luka_J | Stardance
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Title: My awesome macropad! by @Luka_J | Stardance
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My awesome macropad! by @mraltk | Stardance
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Title: My awesome macropad! by @mraltk | Stardance
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Loom by @bl | Stardance
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Title: Loom by @bl | Stardance
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My first slack bot! by @Jansamal | Stardance
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Title: My first slack bot! by @Jansamal | Stardanc Title: My first slack bot! by @Jansamal | Stardance...
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1792637483.7100303
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1793242283.7100303
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5646
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My awesome macropad! by @AUSTINL | Stardance
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Title: My awesome macropad! by @AUSTINL | Stardanc Title: My awesome macropad! by @AUSTINL | Stardance...
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1793299991.308945
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1793904791.308945
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My first slack bot! by @Bobert3D | Stardance
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Title: My first slack bot! by @Bobert3D | Stardanc Title: My first slack bot! by @Bobert3D | Stardance...
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1792940067.800491
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My first slack bot! by @avniarya | Stardance
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avniarya
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Title: My first slack bot! by @avniarya | Stardanc Title: My first slack bot! by @avniarya | Stardance...
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1792723780.7691784
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1793328580.7691784
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My first slack bot! by @alani | Stardance
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Title: My first slack bot! by @alani | Stardance
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My first slack bot! by @SarahB | Stardance
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[]
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Title: My first slack bot! by @SarahB | Stardance
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