|
62355
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864225.2221897
|
1793728225.2221897
|
|
62356
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864226.050636
|
1793728226.050636
|
|
62357
|
NEPSE Pulse by @sandesh | Stardance
|
sandesh
|
0
|
0.57
|
0
|
[]
|
[{"post_id": 68489, "ts": "202 [{"post_id": 68489, "ts": "2026-09-15T06:42:39Z", "hours": 0.5728, "text": "Devlog 1 I wanted to test and try live data fetching from Nepal’s Share Market NEPSE. I used nepse_man api and it was successful. I was able to fetch live stock prices and print it beautifully with symbol, LTP, Percentage Change and Last Updated. For now I printed for specific stock only. I have used python for this project."}]...
|
Title: NEPSE Pulse by @sandesh | Stardance
Devlog Title: NEPSE Pulse by @sandesh | Stardance
Devlogs:
Devlog 1 I wanted to test and try live data fetching from Nepal’s Share Market NEPSE. I used nepse_man api and it was successful. I was able to fetch live stock prices and print it beautifully with symbol, LTP, Percentage Change and Last Updated. For now I printed for specific stock only. I have used python for this project....
|
1793656059.1687973
|
1794260859.1687973
|
|
62358
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864226.8782926
|
1793728226.8782926
|
|
62359
|
JARVIS BOT by @Zenon_Gamer | Stardance
|
Zenon_Gamer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: JARVIS BOT by @Zenon_Gamer | Stardance
|
1793656061.5845408
|
1794260861.5845408
|
|
62360
|
MyCaveSite by @AryaRanjan | Stardance
|
AryaRanjan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MyCaveSite by @AryaRanjan | Stardance
|
1793656063.5023394
|
1794260863.5023394
|
|
62361
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864227.698999
|
1793728227.698999
|
|
62362
|
Universal calculator by @Shubhajit_Sarkar | Starda Universal calculator by @Shubhajit_Sarkar | Stardance...
|
Shubhajit_Sarkar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Universal calculator by @Shubhajit_Sarkar | Title: Universal calculator by @Shubhajit_Sarkar | Stardance...
|
1793656064.5534983
|
1794260864.5534983
|
|
62363
|
Smart Garden model by @PROTON28 | Stardance
|
PROTON28
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Smart Garden model by @PROTON28 | Stardance
|
1793656065.4241035
|
1794260865.4241035
|
|
62364
|
Make a WarioWare Game by @Xquisite | Stardance
|
Xquisite
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Make a WarioWare Game by @Xquisite | Starda Title: Make a WarioWare Game by @Xquisite | Stardance...
|
1793656070.6383939
|
1794260870.6383939
|
|
62365
|
My awesome macropad! by @suryabhaskar_7766 | Stard My awesome macropad! by @suryabhaskar_7766 | Stardance...
|
suryabhaskar_7766
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @suryabhaskar_7766 Title: My awesome macropad! by @suryabhaskar_7766 | Stardance...
|
1793656071.5691075
|
1794260871.5691075
|
|
62366
|
Eli Site by @eliziv027 | Stardance
|
eliziv027
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T22:04:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I refined the Eli Site homepage structure and content to better present my interests, projects, and journey. I focused on improving the layout and making the site easier to explore.", "repo": "https://github.com/zivzancoeli-commits/Eli-site", "demo": "https://zivzancoeli-commits.github.io/Eli-site/"}]...
|
[{"post_id": 71457, "ts": "202 [{"post_id": 71457, "ts": "2026-09-20T21:20:12Z", "hours": 0.5022, "text": "I worked on the Eli Site today and refined the personal homepage structure. I improved the layout and content so the site better presents my interests, projects, and journey. Next I will continue polishing the design and adding more useful sections."}]...
|
Title: Eli Site by @eliziv027 | Stardance
Devlogs Title: Eli Site by @eliziv027 | Stardance
Devlogs:
I worked on the Eli Site today and refined the personal homepage structure. I improved the layout and content so the site better presents my interests, projects, and journey. Next I will continue polishing the design and adding more useful sections.
Ships:
I refined the Eli Site homepage structure and content to better present my interests, projects, and journey. I focused on improving the layout and making the site easier to explore....
|
1793591364.651375
|
1793677764.651375
|
|
62367
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864228.5104086
|
1793728228.5104086
|
|
62368
|
Personal Site by @Xquisite | Stardance
|
Xquisite
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Personal Site by @Xquisite | Stardance
|
1793656072.461351
|
1794260872.461351
|
|
62369
|
PantryPal by @jenaswastik08 | Stardance
|
jenaswastik08
|
0
|
1.51
|
0
|
[]
|
[{"post_id": 69072, "ts": "202 [{"post_id": 69072, "ts": "2026-09-16T10:06:16Z", "hours": 1.51, "text": "I worked on PantryPal Go, an AI-powered cooking assistant for Slack! 🍳 I connected the bot to Gemini so it can generate recipes, meal suggestions, pantry-based dishes, substitutions, and cooking tips without relying on a fixed recipe database. I also added estimated nutrition using USDA FoodData Central, including calories, macros, vitamins, and minerals.My favorite feature is /pnp-meme. Gemini writes a cooking joke, PantryPal selects a relevant meme template, and Imgflip renders it in Slack. I ran into issues with Gemini’s image quota, stale bot processes, and Slack file uploads, but eventually replaced the unreliable image-generation approach with an Imgflip integration. Current commands include: /pnp-recipe /pnp-eat /pnp-pantry /pnp-substitute /pnp-tip /pnp-meme /pnp-help also added automated tests, improved error handling, created a PantryPal logo and banner, and wrote the project documentation. Next, I would like to add saved dietary profiles, meal planning, shopping lists, and custom meme templates."}]...
|
Title: PantryPal by @jenaswastik08 | Stardance
De Title: PantryPal by @jenaswastik08 | Stardance
Devlogs:
I worked on PantryPal Go, an AI-powered cooking assistant for Slack! 🍳 I connected the bot to Gemini so it can generate recipes, meal suggestions, pantry-based dishes, substitutions, and cooking tips without relying on a fixed recipe database. I also added estimated nutrition using USDA FoodData Central, including calories, macros, vitamins, and minerals.My favorite feature is /pnp-meme. Gemini writes a cooking joke, PantryPal selects a relevant meme template, and Imgflip renders it in Slack. I ran into issues with Gemini’s image quota, stale bot processes, and Slack file uploads, but eventually replaced the unreliable image-generation approach with an Imgflip integration. Current commands include: /pnp-recipe /pnp-eat /pnp-pantry /pnp-substitute /pnp-tip /pnp-meme /pnp-help also added automated tests, improved error handling, created a PantryPal logo and banner, and wrote the project documentation. Next, I would like to add saved dietary profiles, meal planning, shopping lists, and custom meme templates....
|
1793656073.3619099
|
1794260873.3619099
|
|
62370
|
MR-1 by @Kaiser_gray | Stardance
|
Kaiser_gray
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MR-1 by @Kaiser_gray | Stardance
|
1793656074.258734
|
1794260874.258734
|
|
62371
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864229.3191268
|
1793728229.3191268
|
|
62372
|
RPN CLI Calculator by @echoHelloWorld | Stardance
|
echoHelloWorld
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: RPN CLI Calculator by @echoHelloWorld | Sta Title: RPN CLI Calculator by @echoHelloWorld | Stardance...
|
1793656075.1206605
|
1794260875.1206605
|
|
62373
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864230.1350265
|
1793728230.1350265
|
|
62374
|
My Portfolio ig :D by @xev | Stardance
|
xev
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T07:11:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made my own website telling how am i and tbh the thing that was challenging was building my little kiwi bot yeah i love kiwi so as its just a website about nothing really to test about tbh :D", "repo": "https://github.com/itzkimzu/My-Website-ig", "demo": "https://mywebsite3334.netlify.app/"}]...
|
[{"post_id": 69512, "ts": "202 [{"post_id": 69512, "ts": "2026-09-17T06:56:05Z", "hours": 1.1317, "text": "My Own Portfolio YAY!!"}]...
|
Title: My Portfolio ig :D by @xev | Stardance
Dev Title: My Portfolio ig :D by @xev | Stardance
Devlogs:
My Own Portfolio YAY!!
Ships:
So i made my own website telling how am i and tbh the thing that was challenging was building my little kiwi bot yeah i love kiwi so as its just a website about nothing really to test about tbh :D...
|
1793591367.0934806
|
1793677767.0934806
|
|
62375
|
My awesome macropad! by @dhruvin_g2008 | Stardance
|
dhruvin_g2008
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @dhruvin_g2008 | St Title: My awesome macropad! by @dhruvin_g2008 | Stardance...
|
1793656077.190251
|
1794260877.190251
|
|
62376
|
miks profile by @mikbart09 | Stardance
|
mikbart09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: miks profile by @mikbart09 | Stardance
|
1793656078.0636332
|
1794260878.0636332
|
|
62377
|
miks profile by @mikbart09 | Stardance
|
mikbart09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: miks profile by @mikbart09 | Stardance
|
1793656078.948221
|
1794260878.948221
|
|
62378
|
Dropzone by @EliaX | Stardance
|
EliaX
|
0
|
2.92
|
0
|
[]
|
[{"post_id": 70501, "ts": "202 [{"post_id": 70501, "ts": "2026-09-19T09:05:54Z", "hours": 1.5119, "text": "Refactored Dropzone into reusable ZIP processing pipeline with automatic file classification, duplicate handling, an organized output ZIP and isolated temporary workspaces per request"}, {"post_id": 68498, "ts": "2026-09-15T07:06:11Z", "hours": 1.4081, "text": "Implemented the initial functions to organize files."}]...
|
Title: Dropzone by @EliaX | Stardance
Devlogs:
Im Title: Dropzone by @EliaX | Stardance
Devlogs:
Implemented the initial functions to organize files.
Refactored Dropzone into reusable ZIP processing pipeline with automatic file classification, duplicate handling, an organized output ZIP and isolated temporary workspaces per request...
|
1793656079.8512087
|
1794260879.8512087
|
|
62379
|
Ai agent platform by @quartz001481 | Stardance
|
quartz001481
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T10:03:12Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a script that lets you put in your google api and call gemini repeatedly to solve difficut problems. It lets you choose between different models and you can even download it to run if you are scared of leaking your api key. If you have any suggestions of how to make this project better please leave a comment!", "repo": "https://github.com/quartz00148/psychic-doodle", "demo": "https://agentplatform.neocities.org/"}]...
|
[{"post_id": 68514, "ts": "202 [{"post_id": 68514, "ts": "2026-09-15T07:40:22Z", "hours": 0.2636, "text": "Ai agent platform that calls gemini over and over again I added in a dropdown menu where you can change the model to lower tokens used because you can swap to a worse model for other projects."}]...
|
Title: Ai agent platform by @quartz001481 | Starda Title: Ai agent platform by @quartz001481 | Stardance
Devlogs:
Ai agent platform that calls gemini over and over again I added in a dropdown menu where you can change the model to lower tokens used because you can swap to a worse model for other projects.
Ships:
I made a script that lets you put in your google api and call gemini repeatedly to solve difficut problems. It lets you choose between different models and you can even download it to run if you are scared of leaking your api key. If you have any suggestions of how to make this project better please leave a comment!...
|
1793591368.3500595
|
1793677768.3500595
|
|
62380
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864230.9516282
|
1793728230.9516282
|
|
62381
|
SLACKOWN by @AMT | Stardance
|
AMT
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SLACKOWN by @AMT | Stardance
|
1793656080.7720425
|
1794260880.7720425
|
|
62382
|
Pepsi by @Shadow22 | Stardance
|
Shadow22
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pepsi by @Shadow22 | Stardance
|
1793656081.6797378
|
1794260881.6797378
|
|
62383
|
larp o'clock by @kunshyuh | Stardance
|
kunshyuh
|
0
|
1.27
|
0
|
[]
|
[{"post_id": 82171, "ts": "202 [{"post_id": 82171, "ts": "2026-10-24T04:58:22Z", "hours": 1.2669, "text": "update - 1 designed the pcb schematic mainly with the help of the diagrams given in the blare website and now gonna headon to the actual casing and placement of buzzer and buttons"}]...
|
Title: larp o'clock by @kunshyuh | Stardance
Title: larp o'clock by @kunshyuh | Stardance
Devlogs:
update - 1 designed the pcb schematic mainly with the help of the diagrams given in the blare website and now gonna headon to the actual casing and placement of buzzer and buttons...
|
1793656083.7104282
|
1794260883.7104282
|
|
62384
|
WarioWare Game by @simonsiam | Stardance
|
simonsiam
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @simonsiam | Stardance
|
1793656084.601945
|
1794260884.601945
|
|
62385
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864233.6673305
|
1793728233.6673305
|
|
62386
|
Save me from Lavaaaa!! by @Kabirutreja | Stardance
|
Kabirutreja
|
0
|
14.47
|
0
|
[]
|
[{"post_id": 76355, "ts": "202 [{"post_id": 76355, "ts": "2026-10-03T09:05:11Z", "hours": 2.3, "text": "Updated a few things:- Made a smoke trail texture to make it look random Trail changes its colour from red to white based on velocity Made a Point Light source from Player Camera zoom if the player is too close to lava Imported a souls flying dying particle Added a sound on Jump Added some partcles on edge of lava Reduced Lava glow Made an animation which changes the opacity of platforms on drowning Fixed the error where the platforms were not burning Thank all Kabir out ^^"}, {"post_id": 75349, "ts": "2026-09-29T20:15:54Z", "hours": 2.3, "text": "Welcome Again!! So, we made the following things in 2 hours:- Made the most front clock translucent as you can see in the image for a forward effect(Should I increase the transparency?) Made a trail effect for player Made a screen shake when player dies Made the player to respond immidiately to the controls so it feels more juicy. That’s all, and a lot more coming soon.. Kabir out!!"}, {"post_id": 73060, "ts": "2026-09-24T09:23:40Z", "hours": 7.7667, "text": "Did a lot of work in 8 hours: Finished all the script including the gamemanager and platform spawner, Improved the camera systeam and made it only rotate rather than move, Also did a lot of calculation to get the correct values for managing the difficulty of game, Solved the bug that made the player sunk in the ground after jump(the player had an extra rigidbody), Made the shadow systeam to know on what place you exactly are in air, Also made an effect for when player or obstacle hits lava and imported some great textures from great creators.. Kabir out ^^.."}, {"post_id": 70156, "ts": "2026-09-18T16:09:18Z", "hours": 2.1, "text": "Imported the basic 2D character and made a controller for it including the actions to move in xy directions and jump.. also added the basic platform and a camera controller that will make it slowly shift upward while smoothly looking at player… The idea is as follows :- It’ll be a game where you land on progressive paltforms and don’t let lava touch you.. Hope you enjoy the series ^^"}]...
|
Title: Save me from Lavaaaa!! by @Kabirutreja | St Title: Save me from Lavaaaa!! by @Kabirutreja | Stardance
Devlogs:
Imported the basic 2D character and made a controller for it including the actions to move in xy directions and jump.. also added the basic platform and a camera controller that will make it slowly shift upward while smoothly looking at player… The idea is as follows :- It’ll be a game where you land on progressive paltforms and don’t let lava touch you.. Hope you enjoy the series ^^
Did a lot of work in 8 hours: Finished all the script including the gamemanager and platform spawner, Improved the camera systeam and made it only rotate rather than move, Also did a lot of calculation to get the correct values for managing the difficulty of game, Solved the bug that made the player sunk in the ground after jump(the player had an extra rigidbody), Made the shadow systeam to know on what place you exactly are in air, Also made an effect for when player or obstacle hits lava and imported some great textures from great creators.. Kabir out ^^..
Welcome Again!! So, we made the following things in 2 hours:- Made the most front clock translucent as you can see in the image for a forward effect(Should I increase the transparency?) Made a trail effect for player Made a screen shake when player dies Made the player to respond immidiately to the controls so it feels more juicy. That’s all, and a lot more coming soon.. Kabir out!!
Updated a few things:- Made a smoke trail texture to make it look random Trail changes its colour from red to white based on velocity Made a Point Light source from Player Camera zoom if the player is too close to lava Imported a souls flying dying particle Added a sound on Jump Added some partcles on edge of lava Reduced Lava glow Made an animation which changes the opacity of platforms on drowning Fixed the error where the platforms were not burning Thank all Kabir out ^^...
|
1793656085.488946
|
1794260885.488946
|
|
62387
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792864234.4774506
|
1793728234.4774506
|
|
62388
|
Solar power's by @Sidratul | Stardance
|
Sidratul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Solar power's by @Sidratul | Stardance
|
1793656086.6316497
|
1794260886.6316497
|
|
62389
|
FocusMode by @emilsyvertsenfox | Stardance
|
emilsyvertsenfox
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: FocusMode by @emilsyvertsenfox | Stardance
|
1793656087.508541
|
1794260887.508541
|
|
62390
|
ReMix by @pathak | Stardance
|
pathak
|
1
|
29.72
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T07:47:49Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The concept came to me when I realised how dramatic the difference between stereo and mono audio was. How the intruments separated, opened up, and details could he heard really well, while mono sounded like noise. I thought about what would happen if instruments were literally separated and opened up, as if placed around the listener like a band. ReMix separates the stems of a song and spatialises them individually to create perception of a room and placement of instruments around you. Demo of output songs . (listen with headphones) What was challenging While the code itself was moderately challenging, understanding all the different psychoacoustic cues (covered in more detail in README and devlogs), how they work and what they do, and the maths behind them, required a ton of deliberation. Though it was very rewarding and interesting. I also spent a lot of time trying to analyse the HRIR curves themselves, trying to make sense of what frequencies getting altered and where and why. I used a lot of graphs and intuition to try to understand them. I now have a deep understanding of them, which would be helpful for future versions, for optimising them (which I also attempted, though naïvely). Near the end, making the audio sound natural was challenging too where I had to try tweaking some things (mainly room absorbence/size and reverb) What I’m proud of I love that the concept I had thought of in theory actually works. When I first played a song, I couldn’t stop grinning because of how good it sounded, and the trippy illusion of it coming from around me. I’ve listened to 8D audio (a simpler version of this where the audio as a whole moves, less realistic, no band-like feeling, distracting and somewhat gimmicky), but it coming from something I created myself, and using code and maths; not some software. And something I could actually experience, I think that makes me very proud. I also had my friends listen to it, which got a lot of positive reactions. In the end, I’m also happy about how deep of an understanding I have about psychoacoustics now. What you need to know to test it out headphones are a must pls the effect breaks completely on speakers. You can try it out from the repo, but here’s a demo The song spatialisation concept is a demo for the concepts behind it, which can be used in a lot of applications like video games, movies, producers who can’t afford a studio, etc. This is a very initial version. Updates may make the effects even more realistic, or optimise the program to make it suitable for running in real time (or applied on hundreds of elements for games).", "repo": "https://github.com/aryn-pathak/ReMix", "demo": "https://github.com/aryn-pathak/ReMix/releases/tag/v1.0"}]...
|
[{"post_id": 84143, "ts": "202 [{"post_id": 84143, "ts": "2026-10-29T05:30:09Z", "hours": 3.7247, "text": "Updated the README a bit, and added a release as requested by a reviewer. I did use Claude’s help to create the release, as I’ve never done it before and I have midterms I’ll add the release link to the “try project” and ship!"}, {"post_id": 75656, "ts": "2026-09-30T17:25:26Z", "hours": 1.0553, "text": "[ship log!] It’s moments like this for which I’m alive. This has literally brought me to tears of happiness 🥹. Used a stem separator (htdemucs_6s by Meta research) to separate a song into it’s parts (guitar, drums, piano, other, bass, vocals) and spatialises them individually, placing the stems around the listener to make the song sound more open; as if the members of a band are playing around the listener. It worked EXCEPTIONALLY well, far beyond what I expected, even for songs I used to stress test it which were almost guaranteed to sound bad, they sounded great. The spatialiser asks for song file path, room size, and distance of source. The materials of the room can be altered by changing the alpha coefficients. Here are a few songs I tried out and their review: Bill Withers - Ain’t no Sunshine: a very safe song for first try, clear separation of instruments, no stereo widening or spatialisation, no special effects. Genuinely shocked me, made me smile uncontrollably when it played. Sounded perfect, spatialised well (everything was distinguishable). Truly sounded “outside of head” and around me. Exactly the kind of song this was built to fix; flat and closed songs sounding open. Ye - This a Must: from my fav artist. A song I’ve liked but disliked the closed, flat feeling of vocals in. This didn’t work just as well as others. Lost a bit of thump initially, but reducing distance helped. This also did exactly what I wanted, though it still lacked some thump. Olivia Rodrigo - stupid song: A song i love because of the layering of instruments and her vocals. I used this to see what would happen in a song with a lot of stereo widening and effects already present. This sounded beautiful here, and I was concerned about it having clashing effects, but that didn’t happen. amazing. Playboi Carti - POP OUT: I put this in as a joke, there was no way this was supposed to sound tolerable. But it blew me away, and worked really well, dare I say better than the original too? Others: Jeremy Zucker - i dont know you, Stevie Wonder - Sir Duke, Carti - TOXIC Demo videos: https://youtu.be/GdZYN0wQXBQ"}, {"post_id": 75578, "ts": "2026-09-30T14:06:37Z", "hours": 10.4417, "text": "This is the most I’ve ever learned in such a short time. Over the past few days I designed a program that spatialises audio using several psychoacoustic cues. I spent many of those hours understanding the maths and how to apply the cues. I’d researched broadly beforehand, so the code itself wasn’t too complex. It’s probably the most interesting project I’ve worked on. The cues, and what I explored Falloff: apply_falloff() How sound loses energy with distance (inverse square law). Air absorption: apply_eq() , apply_air_absorption() Air absorbs higher frequencies more than lower ones. I expected this to be minor, but it needed a whole EQ system, whose maths was interesting and took ages to wrap my head around. It also taught me about filters, which I used in later functions. Changes to one frequency interfered heavily with others, which I fixed with a peaking biquad filter (mostly AI-written). The attenuation constants come from a one-time-run file using the ISO standard, and are multiplied by distance and fed into the EQ. Early reflections: early_reflections() Initial reflections from nearby surfaces, ~5-35ms after the direct sound. By the Haas effect the brain doesn’t hear them separately, but they imply spaciousness. I first used IACC and ASW (below), then dropped them for directional cues (HRIR), so each of the 6 reflections comes from its surface’s direction. It accounts for room size and pressure reflection (from an absorption coefficient). Decorrelation: decorrelate() Artificially decorrelates a signal (FIR comb filters) into L and R, lowering IACC (interaural cross-correlation) and increasing ASW (apparent source width). An IACC of 1 sounds like a point source; lower sounds wider. It worked against my goal (localisation, not a larger source), so I dropped it from the direct audio, then from early reflections. Scrapped, but an interesting concept. Reverb: room_reverb() Probably the most important cue for space. Late reverb is thousands of colliding reflections, an unintelligible wash. I built it from feedback comb filters, combined and diffused through an allpass filter, and cut off at RT60 (time to decay 60 dB, from speed of sound, room size and absorption). Problem: the tail was distinct and ruined localisation (which relies on level differences between ears), like in a hall. Most of the energy making it legible was in its first ~50ms, masking the early reflections. Cutting the first [early reflection length - 20ms] helped a bit. Switching to an FDN made it denser and decorrelated L/R by design, so I could drop decorrelate() . DRR (part of reverb) Direct-to-reverberant ratio simulates source distance relative to the room: closer to the listener than the walls means louder direct sound, closer to the walls means louder reverb. I set the direct amplitude to 1 and calculated a gain for the reverb. Apply IR The only cue for direction. It convolves left and right impulse responses for an azimuth and elevation onto the direct audio and early reflections. They come from a HRIR dataset ( .SOFA , SADIE II) recorded on a binaural mannequin. I tried optimising this earlier and failed (older devlogs), and want to revisit it. Process audio Converts to mono, resamples to 48kHz if needed. Gets azimuth, elevation and distance from coordinates. Applies air absorption, falloff, then IR on the direct sound. Generates early reflections and late reverb (L and R). Sums everything, scales to prevent clipping, returns L and R arrays :D Attaching images of my diary notes because I think it’s super interesting."}, {"post_id": 71128, "ts": "2026-09-20T10:27:51Z", "hours": 6.5086, "text": "Animating by Azimuth I tried to identify patterns in the HRTF curves by azimuth. Wrote a function which animates it frame by frame (by azimuth). Visually, I could see it gradually moving (similar shape, moving little by little), though as it was apparent from the heat maps, it wasn’t regular and had phases of very slight changes and phases of chaotic movement. (This was all done with right ear curves since SADIE II is symmetrical, which made things easier). To understand this, I wrote another function which compared the similarity of 5 curves at a time, and then plotted that. This had some very dense regions with little variation most of the time, but was quite chaotic around 50-150° . Peak Analysis Compression I tried writing a set of functions which would go through the curves, identify significant points (turning points and drops/rises, detected by changes in signs of differences and slope changes) then judge whether the curves of the angles following it are similar (same number of peaks, within a threshold of frequency and magnitude). Similar curves would be grouped within a “phase” where each phase is a dictionary with: 'initial' (initial coordinates of peaks, list of tuples) 'freq_changes' (nested list of changes in frequency for each frame of each peak) 'mag_changes' (similar to freq_changes ) The changes arrays would then be simplified; if frequency/magnitude changes are subtle enough that it’s imperceptible (determined by continuous bark scale/hardcoded decibel threshold), it would be reduced to zero. Reconstruction To reconstruct it, a function would get the phase’s initial , add the corresponding differences to get the exact peaks, then interpolate using pchip to get the curve. Results It looked like it could optimise everything significantly, but it failed miserably. Very inaccurate (error ~5dB mean , ~14dB max ) About 77% of phases were just 1 curve The max size of a phase was 6 curves (compared to my expected 20-30) The error could be made better by having more peaks, but it doesn’t optimise anything significantly. I’ll move on with directly applying the HRTF curves now, though I’ll come back to this later because it looks promising! Attaching the azimuth animation video and the similarity plot"}, {"post_id": 68519, "ts": "2026-09-15T07:54:33Z", "hours": 7.9864, "text": "Spent a few days researching psychoacoustics and sound localisation to understand all the cues (5 of them, will talk more about them later!). Started working with an HRIR dataset (a dataset containing sound measurements from left and right ears of a mannequin from different directions, showing how ear shape and angles affect sound. the single most important cue in sound localisation). First wrote a function to plot raw left and right impulses, then ITD (time difference b/w ears). Then used Fourier transform to break impulses into frequency domain graphs showing magnitudes of particular frequencies, then the ILD (level difference). I was stuck here because the graph didn’t match my expectations at all (a very interesting problem too, check my reddit post: https://www.reddit.com/r/DSP/comments/1weg1dk/why_are_hrirhrtf_magnitude_differences_between/ ), until a person on reddit explained it, after which I also switched to a symmetrical HRIR dataset (SADIE II instead of Meta SS2). To visualise it better, I also created a heatmap of left/right ears, ILD, and left/right averages. Understanding this through different types of graphs and analysing them, recognising quirks, understanding what they meant was very interesting. Attaching pictures of the heatmaps, raw impulses, ITD, ILD curves :)"}]...
|
Title: ReMix by @pathak | Stardance
Devlogs:
Spen Title: ReMix by @pathak | Stardance
Devlogs:
Spent a few days researching psychoacoustics and sound localisation to understand all the cues (5 of them, will talk more about them later!). Started working with an HRIR dataset (a dataset containing sound measurements from left and right ears of a mannequin from different directions, showing how ear shape and angles affect sound. the single most important cue in sound localisation). First wrote a function to plot raw left and right impulses, then ITD (time difference b/w ears). Then used Fourier transform to break impulses into frequency domain graphs showing magnitudes of particular frequencies, then the ILD (level difference). I was stuck here because the graph didn’t match my expectations at all (a very interesting problem too, check my reddit post: https://www.reddit.com/r/DSP/comments/1weg1dk/why_are_hrirhrtf_magnitude_differences_between/ ), until a person on reddit explained it, after which I also switched to a symmetrical HRIR dataset (SADIE II instead of Meta SS2). To visualise it better, I also created a heatmap of left/right ears, ILD, and left/right averages. Understanding this through different types of graphs and analysing them, recognising quirks, understanding what they meant was very interesting. Attaching pictures of the heatmaps, raw impulses, ITD, ILD curves :)
Animating by Azimuth I tried to identify patterns in the HRTF curves by azimuth. Wrote a function which animates it frame by frame (by azimuth). Visually, I could see it gradually moving (similar shape, moving little by little), though as it was apparent from the heat maps, it wasn’t regular and had phases of very slight changes and phases of chaotic movement. (This was all done with right ear curves since SADIE II is symmetrical, which made things easier). To understand this, I wrote another function which compared the similarity of 5 curves at a time, and then plotted that. This had some very dense regions with little variation most of the time, but was quite chaotic around 50-150° . Peak Analysis Compression I tried writing a set of functions which would go through the curves, identify significant points (turning points and drops/rises, detected by changes in signs of differences and slope changes) then judge whether the curves of the angles following it are similar (same number of peaks, within a threshold of frequency and magnitude). Similar curves would be grouped within a “phase” where each phase is a dictionary with: 'initial' (initial coordinates of peaks, list of tuples) 'freq_changes' (nested list of changes in frequency for each frame of each peak) 'mag_changes' (similar to freq_changes ) The changes arrays would then be simplified; if frequency/magnitude changes are subtle enough that it’s imperceptible (determined by continuous bark scale/hardcoded decibel threshold), it would be reduced to zero. Reconstruction To reconstruct it, a function would get the phase’s initial , add the corresponding differences to get the exact peaks, then interpolate using pchip to get the curve. Results It looked like it could optimise everything significantly, but it failed miserably. Very inaccurate (error ~5dB mean , ~14dB max ) About 77% of phases were just 1 curve The max size of a phase was 6 curves (compared to my expected 20-30) The error could be made better by having more peaks, but it doesn’t optimise anything significantly. I’ll move on with directly applying the HRTF curves now, though I’ll come back to this later because it looks promising! Attaching the azimuth animation video and the similarity plot
This is the most I’ve ever learned in such a short time. Over the past few days I designed a program that spatialises audio using several psychoacoustic cues. I spent many of those hours understanding the maths and how to apply the cues. I’d researched broadly beforehand, so the code itself wasn’t too complex. It’s probably the most interesting project I’ve worked on. The cues, and what I explored Falloff: apply_falloff() How sound loses energy with distance (inverse square law). Air absorption: apply_eq() , apply_air_absorption() Air absorbs higher frequencies more than lower ones. I expected this to be minor, but it needed a whole EQ system, whose maths was interesting and took ages to wrap my head around. It also taught me about filters, which I used in later functions. Changes to one frequency interfered heavily with others, which I fixed with a peaking biquad filter (mostly AI-written). The attenuation constants come from a one-time-run file using the ISO standard, and are multiplied by distance and fed into the EQ. Early reflections: early_reflections() Initial reflections from nearby surfaces, ~5-35ms after the direct sound. By the Haas effect the brain doesn’t hear them separately, but they imply spaciousness. I first used IACC and ASW (below), then dropped them for directional cues (HRIR), so each of the 6 reflections comes from its surface’s direction. It accounts for room size and pressure reflection (from an absorption coefficient). Decorrelation: decorrelate() Artificially decorrelates a signal (FIR comb filters) into L and R, lowering IACC (interaural cross-correlation) and increasing ASW (apparent source width). An IACC of 1 sounds like a point source; lower sounds wider. It worked against my goal (localisation, not a larger source), so I dropped it from the direct audio, then from early reflections. Scrapped, but an interesting concept. Reverb: room_reverb() Probably the most important cue for space. Late reverb is thousands of colliding reflections, an unintelligible wash. I built it from feedback comb filters, combined and diffused through an allpass filter, and cut off at RT60 (time to decay 60 dB, from speed of sound, room size and absorption). Problem: the tail was distinct and ruined localisation (which relies on level differences between ears), like in a hall. Most of the energy making it legible was in its first ~50ms, masking the early reflections. Cutting the first [early reflection length - 20ms] helped a bit. Switching to an FDN made it denser and decorrelated L/R by design, so I could drop decorrelate() . DRR (part of reverb) Direct-to-reverberant ratio simulates source distance relative to the room: closer to the listener than the walls means louder direct sound, closer to the walls means louder reverb. I set the direct amplitude to 1 and calculated a gain for the reverb. Apply IR The only cue for direction. It convolves left and right impulse responses for an azimuth and elevation onto the direct audio and early reflections. They come from a HRIR dataset ( .SOFA , SADIE II) recorded on a binaural mannequin. I tried optimising this earlier and failed (older devlogs), and want to revisit it. Process audio Converts to mono, resamples to 48kHz if needed. Gets azimuth, elevation and distance from coordinates. Applies air absorption, falloff, then IR on the direct sound. Generates early reflections and late reverb (L and R). Sums everything, scales to prevent clipping, returns L and R arrays :D Attaching images of my diary notes because I think it’s super interesting.
[ship log!] It’s moments like this for which I’m alive. This has literally brought me to tears of happiness 🥹. Used a stem separator (htdemucs_6s by Meta research) to separate a song into it’s parts (guitar, drums, piano, other, bass, vocals) and spatialises them individually, placing the stems around the listener to make the song sound more open; as if the members of a band are playing around the listener. It worked EXCEPTIONALLY well, far beyond what I expected, even for songs I used to stress test it which were almost guaranteed to sound bad, they sounded great. The spatialiser asks for song file path, room size, and distance of source. The materials of the room can be altered by changing the alpha coefficients. Here are a few songs I tried out and their review: Bill Withers - Ain’t no Sunshine: a very safe song for first try, clear separation of instruments, no stereo widening or spatialisation, no special effects. Genuinely shocked me, made me smile uncontrollably when it played. Sounded perfect, spatialised well (everything was distinguishable). Truly sounded “outside of head” and around me. Exactly the kind of song this was built to fix; flat and closed songs sounding open. Ye - This a Must: from my fav artist. A song I’ve liked but disliked the closed, flat feeling of vocals in. This didn’t work just as well as others. Lost a bit of thump initially, but reducing distance helped. This also did exactly what I wanted, though it still lacked some thump. Olivia Rodrigo - stupid song: A song i love because of the layering of instruments and her vocals. I used this to see what would happen in a song with a lot of stereo widening and effects already present. This sounded beautiful here, and I was concerned about it having clashing effects, but that didn’t happen. amazing. Playboi Carti - POP OUT: I put this in as a joke, there was no way this was supposed to sound tolerable. But it blew me away, and worked really well, dare I say better than the original too? Others: Jeremy Zucker - i dont know you, Stevie Wonder - Sir Duke, Carti - TOXIC Demo videos: https://youtu.be/GdZYN0wQXBQ
Updated the README a bit, and added a release as requested by a reviewer. I did use Claude’s help to create the release, as I’ve never done it before and I have midterms I’ll add the release link to the “try project” and ship!
Ships:
The concept came to me when I realised how dramatic the difference between stereo and mono audio was. How the intruments separated, opened up, and details could he heard really well, while mono sounded like noise. I thought about what would happen if instruments were literally separated and opened up, as if placed around the listener like a band. ReMix separates the stems of a song and spatialises them individually to create perception of a room and placement of instruments around you. Demo of output songs . (listen with headphones) What was challenging While the code itself was moderately challenging, understanding all the different psychoacoustic cues (covered in more detail in README and devlogs), how they work and what they do, and the maths behind them, required a ton of deliberation. Though it was very rewarding and interesting. I also spent a lot of time trying to analyse the HRIR curves themselves, trying to make sense of what frequencies getting altered and where and why. I used a lot of graphs and intuition to try to understand them. I now have a deep understanding of them, which would be helpful for future versions, for optimising them (which I also attempted, though naïvely). Near the end, making the audio sound natural was challenging too where I had to try tweaking some things (mainly room absorbence/size and reverb) What I’m proud of I love that the concept I had thought of in theory actually works. When I first played a song, I couldn’t stop grinning because of how good it sounded, and the trippy illusion of it coming from around me. I’ve listened to 8D audio (a simpler version of this where the audio as a whole moves, less realistic, no band-like feeling, distracting and somewhat gimmicky), but it coming from something I created myself, and using code and maths; not some software. And something I could actually experience, I think that makes me very proud. I also had my friends listen to it, which got a lot of positive reactions. In the end, I’m also happy about how deep of an understanding I have about psychoacoustics now. What you need to know to test it out headphones are a must pls the effect breaks completely on speakers. You can try it out from the repo, but here’s a demo The song spatialisation concept is a demo for the concepts behind it, which can be used in a lot of applications like video games, movies, producers who can’t afford a studio, etc. This is a very initial version. Updates may make the effects even more realistic, or optimise the program to make it suitable for running in real time (or applied on hundreds of elements for games)....
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1793591369.5350761
|
1793677769.5350761
|
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62391
|
Untitled project by @evadhami | Stardance
|
evadhami
|
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 @evadhami | Stardance
|
1793656088.3811483
|
1794260888.3811483
|
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62392
|
SquareRoot.OS by @SquareRoot | Stardance
|
SquareRoot
|
0
|
2.68
|
0
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[]
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[{"post_id": 70492, "ts": "202 [{"post_id": 70492, "ts": "2026-09-19T08:48:26Z", "hours": 1.6936, "text": "the buttons are not working YET also, im still trynna figure out what im gonna do about the time display and if i should make digital drawn icons for the logo of the apps but i have a quiz next week i kinda wanna add marine animals floating in space but idk how to make it match the aesthetic of the blackhole, plus maybe an intro screen would be nice but hella tedious to do though i like how the background looks like rn thats all see ya"}, {"post_id": 69989, "ts": "2026-09-18T06:24:25Z", "hours": 0.4208, "text": "final draft, i was inspired by a guy that coded a black hole with its topography(The Life of a Singularity by techartist @VoXelo ) go check him out! i think my color scheme would be black and blue since those are my favourite colors lol i dont think alot of people would enjoy it though since it has a limited color pallete, for the apps im planning to put a formula sheet, profile, note, browser, and perhaps a quote i couldnt think of anything else and a quote or a famous line might look good, im kinda worried cuz i might not finish it in time (philippines is drownin rn )see ya guys soon"}, {"post_id": 68553, "ts": "2026-09-15T09:38:46Z", "hours": 0.5617, "text": "today ill be working on my own os"}]...
|
Title: SquareRoot.OS by @SquareRoot | Stardance
D Title: SquareRoot.OS by @SquareRoot | Stardance
Devlogs:
today ill be working on my own os
final draft, i was inspired by a guy that coded a black hole with its topography(The Life of a Singularity by techartist @VoXelo ) go check him out! i think my color scheme would be black and blue since those are my favourite colors lol i dont think alot of people would enjoy it though since it has a limited color pallete, for the apps im planning to put a formula sheet, profile, note, browser, and perhaps a quote i couldnt think of anything else and a quote or a famous line might look good, im kinda worried cuz i might not finish it in time (philippines is drownin rn )see ya guys soon
the buttons are not working YET also, im still trynna figure out what im gonna do about the time display and if i should make digital drawn icons for the logo of the apps but i have a quiz next week i kinda wanna add marine animals floating in space but idk how to make it match the aesthetic of the blackhole, plus maybe an intro screen would be nice but hella tedious to do though i like how the background looks like rn thats all see ya...
|
1793656090.376702
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1794260890.376702
|
|
62393
|
Frictionless by @prachi | Stardance
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prachi
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0
|
0.0
|
0
|
[]
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[]
|
Title: Frictionless by @prachi | Stardance
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1793656091.5661354
|
1794260891.5661354
|
|
62394
|
XYZ Gantry Machine by @r3c0nshade | Stardance
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r3c0nshade
|
0
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0.0
|
0
|
[]
|
[]
|
Title: XYZ Gantry Machine by @r3c0nshade | Stardan Title: XYZ Gantry Machine by @r3c0nshade | Stardance...
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1793656092.4930568
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1794260892.4930568
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62395
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quick-cards by @M4RC086 | Stardance
|
M4RC086
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1
|
6.0
|
26
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T15:09:41Z", "hours": 6.0, "multiplier": 4.23, "payout": 26, "blessing": "neutral", "text": "So I made a flashcard web. Don’t expect something amazing. It’s a simple web with the only essential things without being overcomplicated. You can create cards and those cards can be exported and imported if you want to switch between cards groups.", "repo": "https://github.com/M4RC086/quick-cards", "demo": "https://m4rc086.github.io/quick-cards/"}]...
|
[{"post_id": 72696, "ts": "202 [{"post_id": 72696, "ts": "2026-09-23T15:05:09Z", "hours": 0.4597, "text": "I am shipping. I hope you like :)"}, {"post_id": 71781, "ts": "2026-09-21T15:15:46Z", "hours": 0.2883, "text": "I changed all the CSS… well, not exactly. So I asked Claude to change all the CSS (only the CSS). I thought I’m really bad at CSS and it’s not the “important”part. How do I feel about? Bad? I don’t know. I don’t like to let this amount of job to an AI but again, the CSS is only the visual stuff so I’ll do this for now. Anyway if I (lie) finished the CSS, it means I can focus in finishing the project cleanly. In this project I learned I don’t like javascript. I think I’m made to make low level C programs instead of modern web stuff :/"}, {"post_id": 70496, "ts": "2026-09-19T08:54:30Z", "hours": 4.9361, "text": "I could say the project is finished but I need to to finish all the style, the boring stuff frontend developers like."}, {"post_id": 68752, "ts": "2026-09-15T17:53:51Z", "hours": 0.3836, "text": "Hi there! I’m doing a flash cards web app with plain html, css and js to improve my skills. It won’t be different than other flash cards projects but if I think of an interesting idea I will add it."}]...
|
Title: quick-cards by @M4RC086 | Stardance
Devlog Title: quick-cards by @M4RC086 | Stardance
Devlogs:
Hi there! I’m doing a flash cards web app with plain html, css and js to improve my skills. It won’t be different than other flash cards projects but if I think of an interesting idea I will add it.
I could say the project is finished but I need to to finish all the style, the boring stuff frontend developers like.
I changed all the CSS… well, not exactly. So I asked Claude to change all the CSS (only the CSS). I thought I’m really bad at CSS and it’s not the “important”part. How do I feel about? Bad? I don’t know. I don’t like to let this amount of job to an AI but again, the CSS is only the visual stuff so I’ll do this for now. Anyway if I (lie) finished the CSS, it means I can focus in finishing the project cleanly. In this project I learned I don’t like javascript. I think I’m made to make low level C programs instead of modern web stuff :/
I am shipping. I hope you like :)
Ships:
So I made a flashcard web. Don’t expect something amazing. It’s a simple web with the only essential things without being overcomplicated. You can create cards and those cards can be exported and imported if you want to switch between cards groups....
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1793591370.7146294
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1793677770.7146294
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62396
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NULL
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NULL
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1792864235.308155
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1793728235.308155
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62397
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1792864236.1203284
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1793728236.1203284
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62398
|
My awesome macropad! by @mohamadsadegh | Stardance
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mohamadsadegh
|
0
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0.0
|
0
|
[]
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[]
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Title: My awesome macropad! by @mohamadsadegh | St Title: My awesome macropad! by @mohamadsadegh | Stardance...
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1793656093.3658733
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1794260893.3658733
|
|
62399
|
My awesome macropad! by @randomcoder789 | Stardanc My awesome macropad! by @randomcoder789 | Stardance...
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randomcoder789
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0
|
0.0
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0
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[]
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[]
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Title: My awesome macropad! by @randomcoder789 | S Title: My awesome macropad! by @randomcoder789 | Stardance...
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1793656094.2880747
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1794260894.2880747
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62400
|
kenARCADE by @keni67 | Stardance
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keni67
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T09:59:21Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made 3 minigames( 2 from the guide and 1 snake game mainly from youtube ), It wasn’t that hard just took me time because it was my first time trying godot, my proudest addition was the tween for death and done screen", "repo": "https://github.com/keni769/kenARCADE", "demo": "https://keni67.itch.io/kenarcade"}]...
|
[{"post_id": 76311, "ts": "202 [{"post_id": 76311, "ts": "2026-10-03T04:52:40Z", "hours": 2.4753, "text": "Completed the death and done screens, fixed other bugs and ready to ship"}, {"post_id": 74367, "ts": "2026-09-27T07:51:41Z", "hours": 6.6478, "text": "Finished minigame 3( snake ) . All games are connected and working. Only the death and win screen left to finish"}, {"post_id": 71079, "ts": "2026-09-20T08:42:14Z", "hours": 4.7011, "text": "I forgot to log my times. Making the first minigame and decided to go with blueberries. Planning to add a snake minigame after I’m done with the minigames mentioned in the guide"}, {"post_id": 68957, "ts": "2026-09-16T03:30:30Z", "hours": 0.9453, "text": "Made title screen. Background and title are placeholders, I will replace them later"}]...
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Title: kenARCADE by @keni67 | Stardance
Devlogs:
Title: kenARCADE by @keni67 | Stardance
Devlogs:
Made title screen. Background and title are placeholders, I will replace them later
I forgot to log my times. Making the first minigame and decided to go with blueberries. Planning to add a snake minigame after I’m done with the minigames mentioned in the guide
Finished minigame 3( snake ) . All games are connected and working. Only the death and win screen left to finish
Completed the death and done screens, fixed other bugs and ready to ship
Ships:
I’ve made 3 minigames( 2 from the guide and 1 snake game mainly from youtube ), It wasn’t that hard just took me time because it was my first time trying godot, my proudest addition was the tween for death and done screen...
|
1793591371.8887239
|
1793677771.8887239
|
|
62401
|
NULL
|
NULL
|
0
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0.0
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0
|
[]
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[]
|
|
1792864236.9494872
|
1793728236.9494872
|
|
62402
|
MCNS — Modular Computational Neural System of a Fr MCNS — Modular Computational Neural System of a FruitFly by @kaxokaze | Stardance...
|
kaxokaze
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:51:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MCNS (Modular Computational Neural System) is my attempt to build a computational “brain” of a fruit fly from real connectome data. I’m using Janelia FlyEM’s MaleCNS dataset — neuron skeletons, synapses, connectivity, neurotransmitters, and other biological data — as the foundation for a digital fly. The biggest challenge is scale: hundreds of thousands of neuron morphology files and massive biological datasets have to be downloaded, validated, organized, and transformed without losing their biological meaning. I’m proud that MCNS is being built as a real data-driven system rather than a simulated concept. The long-term goal is to turn the reconstructed neural architecture into something computationally explorable and eventually capable of modeling aspects of fly neural behavior. The project is still actively under development, so the GitHub repository is the best way to follow and test what exists so far.", "repo": "https://github.com/kaxokaze/mcns", "demo": "https://mcns.onrender.com/"}]...
|
[{"post_id": 68558, "ts": "202 [{"post_id": 68558, "ts": "2026-09-15T10:06:12Z", "hours": 2.9044, "text": "dataset completion in progress. :c"}]...
|
Title: MCNS — Modular Computational Neural System Title: MCNS — Modular Computational Neural System of a FruitFly by @kaxokaze | Stardance
Devlogs:
dataset completion in progress. :c
Ships:
MCNS (Modular Computational Neural System) is my attempt to build a computational “brain” of a fruit fly from real connectome data. I’m using Janelia FlyEM’s MaleCNS dataset — neuron skeletons, synapses, connectivity, neurotransmitters, and other biological data — as the foundation for a digital fly. The biggest challenge is scale: hundreds of thousands of neuron morphology files and massive biological datasets have to be downloaded, validated, organized, and transformed without losing their biological meaning. I’m proud that MCNS is being built as a real data-driven system rather than a simulated concept. The long-term goal is to turn the reconstructed neural architecture into something computationally explorable and eventually capable of modeling aspects of fly neural behavior. The project is still actively under development, so the GitHub repository is the best way to follow and test what exists so far....
|
1793591373.065156
|
1793677773.065156
|
|
62403
|
Mr. Pacman by @Jade_Kim | Stardance
|
Jade_Kim
|
0
|
0.0
|
0
|
[]
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[]
|
Title: Mr. Pacman by @Jade_Kim | Stardance
|
1793656095.16366
|
1794260895.16366
|
|
62404
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
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[]
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1792864237.7639236
|
1793728237.7639236
|