|
8801
|
Soundrise by @lenny8 | Stardance
|
lenny8
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T12:52:41Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple free Spotify Alarm App for IOS which wakes you up with a random song out of a album or a playlist. It was really difficult making a live acitivity and playing the downloaded mp3 instead of the regular ringtone", "repo": "https://github.com/lnny8/alarm", "demo": "https://raw.githubusercontent.com/lnny8/alarm/refs/heads/main/demo.txt"}]...
|
[{"post_id": 58840, "ts": "202 [{"post_id": 58840, "ts": "2026-08-31T12:51:51Z", "hours": 0.4753, "text": "Songs work now by being downloaded in a 30s format in a local folder by the deezer api"}, {"post_id": 4333, "ts": "2026-06-07T16:42:34Z", "hours": 0.8656, "text": "new better icon, new and more clear layout and UI, new section with “Next alarm in…” and display how many sleep cycles that are. Also adjusted some details in the playlist creation."}, {"post_id": 4173, "ts": "2026-06-07T12:09:50Z", "hours": 3.1519, "text": "Updated the majority of the UI, made a custom appIcon matching the name “Soundrise”, new playlist logic: You can import playlist from Spotify or just directly create them in the app. All the song snippets then get saved locally via the deezer api for a 30s preview so it can get played with the AlarmKit for IOS. Also added a new Volume Section with a Option for a gradually increasing volume."}, {"post_id": 3694, "ts": "2026-06-06T18:58:52Z", "hours": 2.4131, "text": "Simple working demo with the Apple Alarmkit and Spotify Integration - You can now make alarms, select the wakeup time, select songs from your top 50 most streamed songs when logged in with Spotify. Currently I programmed it in my native language, which I will change soon."}]...
|
Title: Soundrise by @lenny8 | Stardance
Devlogs:
Title: Soundrise by @lenny8 | Stardance
Devlogs:
Simple working demo with the Apple Alarmkit and Spotify Integration - You can now make alarms, select the wakeup time, select songs from your top 50 most streamed songs when logged in with Spotify. Currently I programmed it in my native language, which I will change soon.
Updated the majority of the UI, made a custom appIcon matching the name “Soundrise”, new playlist logic: You can import playlist from Spotify or just directly create them in the app. All the song snippets then get saved locally via the deezer api for a 30s preview so it can get played with the AlarmKit for IOS. Also added a new Volume Section with a Option for a gradually increasing volume.
new better icon, new and more clear layout and UI, new section with “Next alarm in…” and display how many sleep cycles that are. Also adjusted some details in the playlist creation.
Songs work now by being downloaded in a 30s format in a local folder by the deezer api
Ships:
A simple free Spotify Alarm App for IOS which wakes you up with a random song out of a album or a playlist. It was really difficult making a live acitivity and playing the downloaded mp3 instead of the regular ringtone...
|
1793260536.4171648
|
1793346936.4171648
|
|
8802
|
LoPose Cell Mapping by @yep | Stardance
|
yep
|
1
|
40.72
|
588
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T17:15:42Z", "hours": 37.0, "multiplier": 15.78, "payout": 588, "blessing": "neutral", "text": "Project Overview LoPose Tower Mapping is a project focused on mapping cellular tower data collected from phones to real-world tower locations. The goal is to collect cellular observations from Android devices, upload them to a database, and process those observations to estimate and match real tower positions. The project is currently experimental and mainly intended for private use. Project Structure The project is split into two main parts: Android app Go triangulation and tower-fitting tools Android App The Android app is the core data collector. It runs on a phone and gathers data about the currently connected cellular tower. This data is uploaded to a Supabase database and stored as observations. The app records data such as: connected cell ID network / area information GPS location GPS accuracy altitude vertical accuracy timing advance EARFCN PCI recorder time Currently, it collects and uploads data approximately every 5 seconds. Because of this, it can consume a significant amount of battery due to frequent GPS usage, cellular observation checks, background processing, and network uploads. APK Status The APK is not published. This is because the project is mainly for private use, and publishing it could introduce privacy risks due to the sensitive location and cellular data involved. For now, both the app and the database must be built and configured from the source code. Go Processing Tools The second part of the project is written in Go. These tools process the observations collected by the Android app and attempt to estimate real tower locations. The main approach uses 2D trilateration to approximate tower positions based on collected observations. There is also experimental 3D plane-intersection code for detecting towers in 3D space. However, it is not part of the main workflow because it generally performs worse than the 2D approach. Tower Matching After estimating tower locations, the Go tools attempt to match the calculated positions against a known tower-location database. This step connects collected observation data to real-world tower locations and computes more complete tower data, including estimated altitude, which is stored in a separate database. Current Limitations The project is still experimental and has several limitations: the APK is not publicly distributed the app can consume a high amount of battery the database must be configured manually tower matching is not always accurate the 3D approach exists but is not used in the main workflow the project handles sensitive location and cellular data altitude estimation is not always reliable and can sometimes be significantly inaccurate Things that were hard Things that I had hard were first setting up all the database exporting and transferring data, thinking and making all the ideas for how to use the 2D trilateration and 3D plane collision in the Go code. Adding the foreground service process in the Android app and making sure the TA updates on read also took some time, as well as creating the HTML converter for the point map in Go and all the steps to set up for the shipping of the project that require a very strict level of security and can leak personal data if I’m not careful in every move. Current Goal The current goal of LoPose mapping is to create a working private pipeline: phone observations → Supabase database → tower estimation → tower matching → complete tower location data The project is not intended to be a polished production application yet. It is an experimental system for tower mapping and location processing. This is also the first step in a two-part project aimed at developing location-finding methods for Android that do not rely on GPS, which is planned for future development.", "repo": "https://gitlab.com/yakla/LoPose", "demo": "https://yakla.gitlab.io/LoPose/"}]...
|
[{"post_id": 20251, "ts": "202 [{"post_id": 20251, "ts": "2026-07-01T19:55:07Z", "hours": 3.7203, "text": "Update on current status. firstly the project now will start slowly shifting to the second part of the location finding based on the towers found. this will be found in a different project in the name of lopose location estimation secondly updated the readme and some of my older devlogs for better looks and for improving in writing things in the readme format. i’m not very good at it so i hope to improve by doing it and make it looks better. lastly cleaned some of the code and improved other parts for shipment."}, {"post_id": 19111, "ts": "2026-06-30T10:57:34Z", "hours": 3.6836, "text": "Devlog — Preparing Stardance for Shipping Before shipping Stardance firstly I spent some time cleaning up the project and making it easier to understand . it include a readme and a git repo. before publishing this i needed to check nothing private is commited. with that i also added a README to the project so it will be easier how to set up things yourself. all and all i’m pretty proud of what i made. still i do have planes for more which i didn’t had time for. New features adding the 3d estimations in the future. currently most of them are wrong but some times they can actually work better then 2d. i did see in my debugger around 10 or more of the 146 which actually worked better then the 2d once and could be logged in the final estimation. for better scalability i want to add observation auto removal if around 7 observation of the same cell can’t find a real tower. this will just mean that if few observations were off you can try again until all of them will fit one."}, {"post_id": 18290, "ts": "2026-06-29T12:03:21Z", "hours": 4.4636, "text": "Demo website its not done but here i got a demo website to watch all the observations until now and the estimation. do note some of them are wrong because of the challenging conditions so i will use a verification method later for the perfect real tower location and data. https://yakla.gitlab.io/LoPose/"}, {"post_id": 16530, "ts": "2026-06-26T21:51:52Z", "hours": 1.9075, "text": "Solution was found!!! its a good day today . aperently ta can also be 150m sometimes :) it work the detection works almost perfectly in 2d. yay ! i found out there was a bug in android that i thought have been fixed but aperently not. so now it works wonderfly. well we got it : if you ask its around 30m from the target. and this is while tracking in a moving car. also sometime the 3d estimation works better but thats in rare cases. most of the time its not the most accurate."}, {"post_id": 15837, "ts": "2026-06-25T19:08:05Z", "hours": 6.6844, "text": "update on current Go code tower estimation been a while and a lot got done got some news good news and bad news the good news is that i finished with the 3d caculation and improve observation accaurcy. the bad news is that there is still something lacking making the location positioning almost the same and still not giving the right. at least not based on my knowlage but its has gotten better in some siturations. i still have hard time figuring things out but combining the 2d and 3d based on the terain does give a pretty good estimated location. i realy like the 3d aproach i went with. suprisingly its easier to understand how its works then the 2d one and didn’t add much compute (at least not if there are to much points found from plain colition which grows expenetialy seriously some got in the order of bilions. realy creazy stuff) anyway from now on ill try focusing more on the position estimation rather then the tower estimation, this will be more interesting for me after all the work on one thing and use some of the knowledge i got from estimating the towers. anyway having hard time finding a good picture for the progress so random go 3d positioning code down below :"}, {"post_id": 12733, "ts": "2026-06-20T20:22:39Z", "hours": 3.3836, "text": "Small update add height to observaions. well been a while since the last devlog. i needed a lot of thinking and planning for the 3d estimations so took me long enough. still didn’t get all the answers but i do got some updates. first i got few ideas i want to share. for the height there are few approaches but what i want to use will be based on my already existing 2d system. secondly i might try to find the height approximations of the tower based on flat 2d location estimation and using a location to height api and distance height correction its possible to find it with high accuracy using gradient descent . and thirdly i dont have any pictures to share so ill put a picture of a dog 🐶"}, {"post_id": 6316, "ts": "2026-06-10T17:06:08Z", "hours": 1.2122, "text": "Suspected issues after lots of observations got to 3 different issues with the current system first i need to account for ta deadzone which is surprisingly one of the most uncommon things which are near me. i need to account for the third dimension in the calculation i need to check for faulty observations of ta jumps it will take work but its feasible. looks like i have a very bumpy road ahead wish me luck😵💫. took me too much time to figure the first one out"}, {"post_id": 5770, "ts": "2026-06-09T17:53:40Z", "hours": 7.1014, "text": "improved database sync code and changed ui"}, {"post_id": 4781, "ts": "2026-06-08T08:33:54Z", "hours": 5.2897, "text": "organize app code and improved architecture"}, {"post_id": 3754, "ts": "2026-06-06T20:05:04Z", "hours": 3.0111, "text": "started using observations for the caculation. seems real world had more error then expected so change observation code to recored more and reduce the distance between each one"}, {"post_id": 2949, "ts": "2026-06-05T21:08:06Z", "hours": 0.6258, "text": "improving cell tower location finding algorithm"}]...
|
Title: LoPose Cell Mapping by @yep | Stardance
De Title: LoPose Cell Mapping by @yep | Stardance
Devlogs:
improving cell tower location finding algorithm
started using observations for the caculation. seems real world had more error then expected so change observation code to recored more and reduce the distance between each one
organize app code and improved architecture
improved database sync code and changed ui
Suspected issues after lots of observations got to 3 different issues with the current system first i need to account for ta deadzone which is surprisingly one of the most uncommon things which are near me. i need to account for the third dimension in the calculation i need to check for faulty observations of ta jumps it will take work but its feasible. looks like i have a very bumpy road ahead wish me luck😵💫. took me too much time to figure the first one out
Small update add height to observaions. well been a while since the last devlog. i needed a lot of thinking and planning for the 3d estimations so took me long enough. still didn’t get all the answers but i do got some updates. first i got few ideas i want to share. for the height there are few approaches but what i want to use will be based on my already existing 2d system. secondly i might try to find the height approximations of the tower based on flat 2d location estimation and using a location to height api and distance height correction its possible to find it with high accuracy using gradient descent . and thirdly i dont have any pictures to share so ill put a picture of a dog 🐶
update on current Go code tower estimation been a while and a lot got done got some news good news and bad news the good news is that i finished with the 3d caculation and improve observation accaurcy. the bad news is that there is still something lacking making the location positioning almost the same and still not giving the right. at least not based on my knowlage but its has gotten better in some siturations. i still have hard time figuring things out but combining the 2d and 3d based on the terain does give a pretty good estimated location. i realy like the 3d aproach i went with. suprisingly its easier to understand how its works then the 2d one and didn’t add much compute (at least not if there are to much points found from plain colition which grows expenetialy seriously some got in the order of bilions. realy creazy stuff) anyway from now on ill try focusing more on the position estimation rather then the tower estimation, this will be more interesting for me after all the work on one thing and use some of the knowledge i got from estimating the towers. anyway having hard time finding a good picture for the progress so random go 3d positioning code down below :
Solution was found!!! its a good day today . aperently ta can also be 150m sometimes :) it work the detection works almost perfectly in 2d. yay ! i found out there was a bug in android that i thought have been fixed but aperently not. so now it works wonderfly. well we got it : if you ask its around 30m from the target. and this is while tracking in a moving car. also sometime the 3d estimation works better but thats in rare cases. most of the time its not the most accurate.
Demo website its not done but here i got a demo website to watch all the observations until now and the estimation. do note some of them are wrong because of the challenging conditions so i will use a verification method later for the perfect real tower location and data. https://yakla.gitlab.io/LoPose/
Devlog — Preparing Stardance for Shipping Before shipping Stardance firstly I spent some time cleaning up the project and making it easier to understand . it include a readme and a git repo. before publishing this i needed to check nothing private is commited. with that i also added a README to the project so it will be easier how to set up things yourself. all and all i’m pretty proud of what i made. still i do have planes for more which i didn’t had time for. New features adding the 3d estimations in the future. currently most of them are wrong but some times they can actually work better then 2d. i did see in my debugger around 10 or more of the 146 which actually worked better then the 2d once and could be logged in the final estimation. for better scalability i want to add observation auto removal if around 7 observation of the same cell can’t find a real tower. this will just mean that if few observations were off you can try again until all of them will fit one.
Update on current status. firstly the project now will start slowly shifting to the second part of the location finding based on the towers found. this will be found in a different project in the name of lopose location estimation secondly updated the readme and some of my older devlogs for better looks and for improving in writing things in the readme format. i’m not very good at it so i hope to improve by doing it and make it looks better. lastly cleaned some of the code and improved other parts for shipment.
Ships:
Project Overview LoPose Tower Mapping is a project focused on mapping cellular tower data collected from phones to real-world tower locations. The goal is to collect cellular observations from Android devices, upload them to a database, and process those observations to estimate and match real tower positions. The project is currently experimental and mainly intended for private use. Project Structure The project is split into two main parts: Android app Go triangulation and tower-fitting tools Android App The Android app is the core data collector. It runs on a phone and gathers data about the currently connected cellular tower. This data is uploaded to a Supabase database and stored as observations. The app records data such as: connected cell ID network / area information GPS location GPS accuracy altitude vertical accuracy timing advance EARFCN PCI recorder time Currently, it collects and uploads data approximately every 5 seconds. Because of this, it can consume a significant amount of battery due to frequent GPS usage, cellular observation checks, background processing, and network uploads. APK Status The APK is not published. This is because the project is mainly for private use, and publishing it could introduce privacy risks due to the sensitive location and cellular data involved. For now, both the app and the database must be built and configured from the source code. Go Processing Tools The second part of the project is written in Go. These tools process the observations collected by the Android app and attempt to estimate real tower locations. The main approach uses 2D trilateration to approximate tower positions based on collected observations. There is also experimental 3D plane-intersection code for detecting towers in 3D space. However, it is not part of the main workflow because it generally performs worse than the 2D approach. Tower Matching After estimating tower locations, the Go tools attempt to match the calculated positions against a known tower-location database. This step connects collected observation data to real-world tower locations and computes more complete tower data, including estimated altitude, which is stored in a separate database. Current Limitations The project is still experimental and has several limitations: the APK is not publicly distributed the app can consume a high amount of battery the database must be configured manually tower matching is not always accurate the 3D approach exists but is not used in the main workflow the project handles sensitive location and cellular data altitude estimation is not always reliable and can sometimes be significantly inaccurate Things that were hard Things that I had hard were first setting up all the database exporting and transferring data, thinking and making all the ideas for how to use the 2D trilateration and 3D plane collision in the Go code. Adding the foreground service process in the Android app and making sure the TA updates on read also took some time, as well as creating the HTML converter for the point map in Go and all the steps to set up for the shipping of the project that require a very strict level of security and can leak personal data if I’m not careful in every move. Current Goal The current goal of LoPose mapping is to create a working private pipeline: phone observations → Supabase database → tower estimation → tower matching → complete tower location data The project is not intended to be a polished production application yet. It is an experimental system for tower mapping and location processing. This is also the first step in a two-part project aimed at developing location-finding methods for Android that do not rely on GPS, which is planned for future development....
|
1793285735.3381495
|
1793372135.3381495
|
|
8803
|
My first slack bot! by @LOOK_boukhali | Stardance
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LOOK_boukhali
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @LOOK_boukhali | Sta Title: My first slack bot! by @LOOK_boukhali | Stardance...
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1793411669.5225413
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1794016469.5225413
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8804
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My first slack bot! by @louwignis | Stardance
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louwignis
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0
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0.0
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[]
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Title: My first slack bot! by @louwignis | Stardan Title: My first slack bot! by @louwignis | Stardance...
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1792752585.414829
|
1793357385.414829
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8805
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My awesome macropad! by @Yonatan | Stardance
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Yonatan
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Yonatan | Stardanc Title: My awesome macropad! by @Yonatan | Stardance...
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1792752916.9275992
|
1793357716.9275992
|
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8806
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My first slack bot! by @juanlucca | Stardance
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juanlucca
|
0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @juanlucca | Stardan Title: My first slack bot! by @juanlucca | Stardance...
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1793166589.7213583
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1793771389.7213583
|
|
8807
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Hillpoint by @arjunko | Stardance
|
arjunko
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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: Hillpoint by @arjunko | Stardance
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1793418886.57852
|
1794023686.57852
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8808
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Graph Neural Networks Textbook by @Anvith | Starda Graph Neural Networks Textbook by @Anvith | Stardance...
|
Anvith
|
1
|
6.08
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T20:11:19Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a full interactive textbook on Graph Neural Networks — 27 chapters, 300 concepts, 37 p5.js MicroSims you can play with directly in the browser (watch message passing animate, tune GAT attention weights, step through WL color refinement live). 301k words, 746 equations, all with full math derivations and runnable PyTorch Geometric code. Hardest part: wiring a dependency-aware learning graph of 300 concepts so every chapter respects prerequisites, and building the MicroSims so they actually teach the intuition rather than just looking cool. Most proud of the MicroSims — especially the GCN message passing visualizer and the WL color refinement stepper. Abstract concepts that are genuinely hard to explain with equations alone become obvious when you can manipulate them.", "repo": "https://github.com/AnvithPothula/graph-neural-networks-textbook", "demo": "https://anvithpothula.github.io/graph-neural-networks-textbook/"}]...
|
[{"post_id": 79396, "ts": "202 [{"post_id": 79396, "ts": "2026-10-13T20:04:15Z", "hours": 1.1422, "text": "Fixed a few bugs"}, {"post_id": 3887, "ts": "2026-06-06T23:53:17Z", "hours": 0.9336, "text": "I finished writing my intelligent textbook on Graph Neural Networks (GNNs)."}, {"post_id": 2900, "ts": "2026-06-05T20:08:34Z", "hours": 4.3156, "text": "This is a comprehensive, interactive intelligent textbook on Graph Neural Networks designed for graduate and advanced undergraduate students in machine learning, data mining, and network science. Built with MkDocs Material, it covers the full arc of the field — from graph theory and classical graph algorithms through modern architectures including graph transformers, knowledge graph models, and LLM+GNN integration. Every chapter leads with a real-world motivating example, builds intuition before equations, provides full mathematical derivations, and includes complete runnable PyTorch Geometric code. 37 interactive MicroSims — p5.js simulations embedded directly in the browser — let you manipulate GNN internals hands-on: watch message passing animate across layers, tune attention weights in real time, and step through WL color refinement iteration by iteration. The textbook is structured around a dependency-aware learning graph of 300 concepts, ensuring prerequisite sequencing is respected across all 27 chapters. Quizzes, glossary terms, and FAQs cover every major concept, with exercises distributed across all six levels of Bloom’s Taxonomy."}]...
|
Title: Graph Neural Networks Textbook by @Anvith | Title: Graph Neural Networks Textbook by @Anvith | Stardance
Devlogs:
This is a comprehensive, interactive intelligent textbook on Graph Neural Networks designed for graduate and advanced undergraduate students in machine learning, data mining, and network science. Built with MkDocs Material, it covers the full arc of the field — from graph theory and classical graph algorithms through modern architectures including graph transformers, knowledge graph models, and LLM+GNN integration. Every chapter leads with a real-world motivating example, builds intuition before equations, provides full mathematical derivations, and includes complete runnable PyTorch Geometric code. 37 interactive MicroSims — p5.js simulations embedded directly in the browser — let you manipulate GNN internals hands-on: watch message passing animate across layers, tune attention weights in real time, and step through WL color refinement iteration by iteration. The textbook is structured around a dependency-aware learning graph of 300 concepts, ensuring prerequisite sequencing is respected across all 27 chapters. Quizzes, glossary terms, and FAQs cover every major concept, with exercises distributed across all six levels of Bloom’s Taxonomy.
I finished writing my intelligent textbook on Graph Neural Networks (GNNs).
Fixed a few bugs
Ships:
Built a full interactive textbook on Graph Neural Networks — 27 chapters, 300 concepts, 37 p5.js MicroSims you can play with directly in the browser (watch message passing animate, tune GAT attention weights, step through WL color refinement live). 301k words, 746 equations, all with full math derivations and runnable PyTorch Geometric code. Hardest part: wiring a dependency-aware learning graph of 300 concepts so every chapter respects prerequisites, and building the MicroSims so they actually teach the intuition rather than just looking cool. Most proud of the MicroSims — especially the GCN message passing visualizer and the WL color refinement stepper. Abstract concepts that are genuinely hard to explain with equations alone become obvious when you can manipulate them....
|
1793296542.6816201
|
1793382942.6816201
|
|
8809
|
Contact camera by @Nihilo | Stardance
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Nihilo
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0
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0.0
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0
|
[]
|
[]
|
Title: Contact camera by @Nihilo | Stardance
|
1792925372.4250882
|
1793789372.4250882
|
|
8810
|
My awesome macropad! by @maximmyshchak | Stardance
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maximmyshchak
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @maximmyshchak | St Title: My awesome macropad! by @maximmyshchak | Stardance...
|
1793400710.9468682
|
1794005510.9468682
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8811
|
My first slack bot! by @Berry | Stardance
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Berry
|
0
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0.0
|
0
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[]
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[]
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Title: My first slack bot! by @Berry | Stardance
|
1793296365.5636718
|
1793901165.5636718
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8812
|
marvschwamm.de by @mervin | Stardance
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mervin
|
1
|
7.55
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T20:53:05Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made MY website as lection for me to learn java script and HTML. I made the style dark and I think purple looks good and fits the style so I made some text purple. the Website shows what I did in the last few weeks and now its there yet without a certificate so you can only visit it under http:// and not under https:// but I hope this wont annoy. I integrated a aboutme in the website so you can learn things about me and you can get to know me better! I’ll also show my current and my future projects on the website so you’ll always be up to date. you can visit it NOW under http://marvschwamm.de", "repo": "https://github.com/MarvSchwamm123/Website", "demo": "http://marvschwamm.de"}]...
|
[{"post_id": 4530, "ts": "2026 [{"post_id": 4530, "ts": "2026-06-07T21:29:01Z", "hours": 0.5461, "text": "just a navigator advice for my Website. First of all to load the languages you have to click on the settings Icon in the top right corner then tip on the globe and then choose your language then the text will be loaded right once you choosed your language you are ready to go and every time you load the website it will be your language"}, {"post_id": 4109, "ts": "2026-06-07T09:36:23Z", "hours": 0.2533, "text": "HAH FORHOT the Home button quickly added it before I ship it because Ill ship it in a few minutes so you can host the Website locally just write wsl: cd marvschwamm.de source .venv/bin/activate python3 main.py"}, {"post_id": 3815, "ts": "2026-06-06T21:28:03Z", "hours": 1.3092, "text": "I nearly finished the aboutme page with a lot of text and a bit of trouble wit hshowing the text. I rearranged the text showing so it has its own text.js so its better for people to understand."}, {"post_id": 3739, "ts": "2026-06-06T19:40:15Z", "hours": 2.4856, "text": "Im working on my about me page with the information aboutm e youll be able to find there hopefully on sunday. Im making the background be a turning earth ball. for the earth Im using https://unpkg.com/ [email protected] /build/three.module.js and for the country borders I took the information from https://github.com/subyfly/topojson/blob/master/world-countries.json?short_path=c9c2b74 to show countrie borders on the globe turning in the background. 21:40 06.06.2026"}, {"post_id": 2964, "ts": "2026-06-05T21:33:44Z", "hours": 2.7211, "text": "Im working on a draggable Settings window for Language and style."}]...
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Title: marvschwamm.de by @mervin | Stardance
Devl Title: marvschwamm.de by @mervin | Stardance
Devlogs:
Im working on a draggable Settings window for Language and style.
Im working on my about me page with the information aboutm e youll be able to find there hopefully on sunday. Im making the background be a turning earth ball. for the earth Im using https://unpkg.com/ [email protected] /build/three.module.js and for the country borders I took the information from https://github.com/subyfly/topojson/blob/master/world-countries.json?short_path=c9c2b74 to show countrie borders on the globe turning in the background. 21:40 06.06.2026
I nearly finished the aboutme page with a lot of text and a bit of trouble wit hshowing the text. I rearranged the text showing so it has its own text.js so its better for people to understand.
HAH FORHOT the Home button quickly added it before I ship it because Ill ship it in a few minutes so you can host the Website locally just write wsl: cd marvschwamm.de source .venv/bin/activate python3 main.py
just a navigator advice for my Website. First of all to load the languages you have to click on the settings Icon in the top right corner then tip on the globe and then choose your language then the text will be loaded right once you choosed your language you are ready to go and every time you load the website it will be your language
Ships:
I made MY website as lection for me to learn java script and HTML. I made the style dark and I think purple looks good and fits the style so I made some text purple. the Website shows what I did in the last few weeks and now its there yet without a certificate so you can only visit it under http:// and not under https:// but I hope this wont annoy. I integrated a aboutme in the website so you can learn things about me and you can get to know me better! I’ll also show my current and my future projects on the website so you’ll always be up to date. you can visit it NOW under http://marvschwamm.de...
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My awesome macropad! by @jeffinbasil484 | Stardanc My awesome macropad! by @jeffinbasil484 | Stardance...
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Title: My awesome macropad! by @jeffinbasil484 | S Title: My awesome macropad! by @jeffinbasil484 | Stardance...
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GPS-tracker by @keverdl77 | Stardance
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Title: GPS-tracker by @keverdl77 | Stardance
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Untitled project by @LucaLucaM | Stardance
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Title: Untitled project by @LucaLucaM | Stardance
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My awesome macropad! by @kangas_melvin | Stardance
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Title: My awesome macropad! by @kangas_melvin | St Title: My awesome macropad! by @kangas_melvin | Stardance...
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test by @furcynia | Stardance
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Title: test by @furcynia | Stardance
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My first slack bot! by @Bedomniachtchi | Stardance
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Title: My first slack bot! by @Bedomniachtchi | St Title: My first slack bot! by @Bedomniachtchi | Stardance...
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My awesome macropad! by @oDaniel728 | Stardance
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Title: My awesome macropad! by @oDaniel728 | Stard Title: My awesome macropad! by @oDaniel728 | Stardance...
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SQLMason by @codeforge11 | Stardance
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Title: SQLMason by @codeforge11 | Stardance
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AssetTrack by @braxtonmarx | Stardance
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braxtonmarx
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[{"post_id": 2995, "ts": "2026 [{"post_id": 2995, "ts": "2026-06-05T22:26:13Z", "hours": 0.4275, "text": "I started on the home page still figuring out how to track the equptment"}]...
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Title: AssetTrack by @braxtonmarx | Stardance
Dev Title: AssetTrack by @braxtonmarx | Stardance
Devlogs:
I started on the home page still figuring out how to track the equptment...
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1792939854.871218
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My first slack bot! by @kentonpack | Stardance
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kentonpack
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Title: My first slack bot! by @kentonpack | Starda Title: My first slack bot! by @kentonpack | Stardance...
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1793206195.982485
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Personal site by @Wiktorxd_1 | Stardance
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Wiktorxd_1
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T07:39:51Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Simple personal website! and uh… it has a watchlist, skills, projects and music tab :D thats.. all!", "repo": "https://github.com/Wiktorxd-1/website/", "demo": "https://wiktorxd-1.dev/"}]...
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[{"post_id": 13571, "ts": "202 [{"post_id": 13571, "ts": "2026-06-22T06:52:22Z", "hours": 5.8461, "text": "Site is mostly finished, just need to improve status fetching"}]...
|
Title: Personal site by @Wiktorxd_1 | Stardance
D Title: Personal site by @Wiktorxd_1 | Stardance
Devlogs:
Site is mostly finished, just need to improve status fetching
Ships:
Simple personal website! and uh… it has a watchlist, skills, projects and music tab :D thats.. all!...
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1793328983.838089
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1793415383.838089
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My awesome macropad! by @Sheikh_Anas | Stardance
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Sheikh_Anas
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Title: My awesome macropad! by @Sheikh_Anas | Star Title: My awesome macropad! by @Sheikh_Anas | Stardance...
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1792795947.5262203
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1793400747.5262203
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8826
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Farming Sensor Network by @Kohanskic | Stardance
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Kohanskic
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T16:24:33Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a sensor network that operates over LoRA radio to send data long distances with minimal power. Its designed to collect data from agricultural measurement tools (Soil Moisture & pH, Weather, and other desired metrics). The network is solar powered and self contained in a waterproof housing capable of surviving a vast array of temperatures.", "repo": "https://github.com/C-Kohanski/LoRA-Agricultural-Array", "demo": ""}]...
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[{"post_id": 17687, "ts": "202 [{"post_id": 17687, "ts": "2026-06-28T16:18:12Z", "hours": 2.5944, "text": "Devlog #02 Electric Boogaloo Hi everyone! This devlog will mainly cover the software side of the project so far as well as small changes made to the hardware itself and future plans. ––––––––––––––––––––––––––Added: -Web dashboard/monitor -Working communication functionality with LoRA -Solar power setup w/ batteries -Expanded control capabilities w/ new projects —————————————————–The web dashboard can be installed on any windows system or docker container and connects to the entire LoRA network. For the time being the installer will simulate node data as the LoRA connection is still buggy and can result in data corruption. This dashboard displays data based on local weather API’s and node location based on the sensors internal GPS. This dashboard is also the central hub for all sensor data which can be filtered by sensor or overall data. The dashboard is still a early WIP as I mainly focus on hardware however improvements are expected soon. For hardware the network has received many upgrades. To begin with the overall housing size has been increased to account for the solar charge system and batteries. This solar system consists of a charge controller which is fed from a 21v solar panel that drops the voltage from 21v to 12v to feed the batteries. This panel can power the entire system and should be able to power it even when its dark out for extended periods of time. Attached to the devlog is a prototype of the old system which is in the middle of a redesign to account for new components. —————————————————–Future plans: -Improved dashboard -additional hardware control -Improved compatibility (LoRA) —————————————————–Thank you to everyone that has enjoyed this project. I know progress has been slow and chunked but I am doing the best a can with my available time and funds. Future updates are going to be more detailed and complete once this framework is done. Thank you all! :)"}, {"post_id": 7057, "ts": "2026-06-11T20:30:19Z", "hours": 0.5311, "text": "Devlog #01 Hi everyone! A few weeks ago I began work on my first real project, a off grid sensor network for farming studies to provide those who need in field sensors with a cost effective alternative to current options. This system is sealed and designed to survive the cold of New York winters as that’s where the original inspiration for this system comes from. In NY (outside of the city) we have vast farmlands that struggle with nutrient and pH monitoring, Erosion, and invasive species. Sensors to monitor these factors are not cost effective for the farmers who are directly impacted by this so by making a cheaper alternative it can help unburden the cost factor associated with these systems. The sensor network relies on LoRa to communicate long distances without the use of high power or WiFi making it the optimal choice for this project. currently the central node which houses a raspberry pi 5 and a Heltec V4 LoRa board flashed with meshtastic is constructed and shown in the photo. This node connects to various field sensors and transmit the data back to the host computer over a network of additional nodes. The central node is watertight with two custom brackets and a modular board all custom designed to fit the box. Custom mounts hold the V4 Chip and Pi to keep them in a neat layout and replaceable if damaged. Connected to the V4 is a SMA plug, sealed with TVU, which attaches to a 928mHZ antenna. The external sensors cover a wide array of applications and are designed to be modular with a interchangeable sensor head allowing for quick adaptations to the use case. Drawings for these can be found in the repo. Current sensors include soil pH, Ground moisture, and sun exposure. Future plans for this project include a weather station attached to the main node as well as a software panel that aggregates all the data for easy reading. Thank you for being a part of my first project, happy building!"}]...
|
Title: Farming Sensor Network by @Kohanskic | Star Title: Farming Sensor Network by @Kohanskic | Stardance
Devlogs:
Devlog #01 Hi everyone! A few weeks ago I began work on my first real project, a off grid sensor network for farming studies to provide those who need in field sensors with a cost effective alternative to current options. This system is sealed and designed to survive the cold of New York winters as that’s where the original inspiration for this system comes from. In NY (outside of the city) we have vast farmlands that struggle with nutrient and pH monitoring, Erosion, and invasive species. Sensors to monitor these factors are not cost effective for the farmers who are directly impacted by this so by making a cheaper alternative it can help unburden the cost factor associated with these systems. The sensor network relies on LoRa to communicate long distances without the use of high power or WiFi making it the optimal choice for this project. currently the central node which houses a raspberry pi 5 and a Heltec V4 LoRa board flashed with meshtastic is constructed and shown in the photo. This node connects to various field sensors and transmit the data back to the host computer over a network of additional nodes. The central node is watertight with two custom brackets and a modular board all custom designed to fit the box. Custom mounts hold the V4 Chip and Pi to keep them in a neat layout and replaceable if damaged. Connected to the V4 is a SMA plug, sealed with TVU, which attaches to a 928mHZ antenna. The external sensors cover a wide array of applications and are designed to be modular with a interchangeable sensor head allowing for quick adaptations to the use case. Drawings for these can be found in the repo. Current sensors include soil pH, Ground moisture, and sun exposure. Future plans for this project include a weather station attached to the main node as well as a software panel that aggregates all the data for easy reading. Thank you for being a part of my first project, happy building!
Devlog #02 Electric Boogaloo Hi everyone! This devlog will mainly cover the software side of the project so far as well as small changes made to the hardware itself and future plans. ––––––––––––––––––––––––––Added: -Web dashboard/monitor -Working communication functionality with LoRA -Solar power setup w/ batteries -Expanded control capabilities w/ new projects —————————————————–The web dashboard can be installed on any windows system or docker container and connects to the entire LoRA network. For the time being the installer will simulate node data as the LoRA connection is still buggy and can result in data corruption. This dashboard displays data based on local weather API’s and node location based on the sensors internal GPS. This dashboard is also the central hub for all sensor data which can be filtered by sensor or overall data. The dashboard is still a early WIP as I mainly focus on hardware however improvements are expected soon. For hardware the network has received many upgrades. To begin with the overall housing size has been increased to account for the solar charge system and batteries. This solar system consists of a charge controller which is fed from a 21v solar panel that drops the voltage from 21v to 12v to feed the batteries. This panel can power the entire system and should be able to power it even when its dark out for extended periods of time. Attached to the devlog is a prototype of the old system which is in the middle of a redesign to account for new components. —————————————————–Future plans: -Improved dashboard -additional hardware control -Improved compatibility (LoRA) —————————————————–Thank you to everyone that has enjoyed this project. I know progress has been slow and chunked but I am doing the best a can with my available time and funds. Future updates are going to be more detailed and complete once this framework is done. Thank you all! :)
Ships:
This is a sensor network that operates over LoRA radio to send data long distances with minimal power. Its designed to collect data from agricultural measurement tools (Soil Moisture & pH, Weather, and other desired metrics). The network is solar powered and self contained in a waterproof housing capable of surviving a vast array of temperatures....
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1793318033.7242367
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8827
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My awesome macropad! by @Berry | Stardance
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Berry
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Title: My awesome macropad! by @Berry | Stardance
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EchoVision by @jack_saegert | Stardance
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Title: EchoVision by @jack_saegert | Stardance
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AgentSwarm by @nikhil_nagaraj | Stardance
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[{"post_id": 64019, "ts": "202 [{"post_id": 64019, "ts": "2026-09-08T04:01:56Z", "hours": 9.74, "text": "Devlog 8 Went nuclear and did a git reset because smth was killing my code. I still don’t know what, but it is what it is. At least now I’ll be able to fix it and get back to my old stage. Im working on fixing it. Btw this guy is gonna be the death of me"}, {"post_id": 63028, "ts": "2026-09-06T16:22:29Z", "hours": 9.8806, "text": "Devlog 7 hey guys. seventh devlog. devlog six gave the swarm a memory - metrics, cache stats, handoff index, overdue tasks. TUI parsing tui/runner.py parses agent markers now with parse_agent_marker, soprogress is real instead of spinner theater. short_status_line rendersprogress like 2 of 6 with percent plus writer in the footer, and acancel sentinel lets Ctrl+C set a flag file the worker checks insteadof killing mid-write. no more half decks on cancel. the web app remembers and shares app.py appends every job to job history json (last fifty kept),so refresh does not wipe your day. zip_outputs bundles pptx, docx,html, xlsx, pdf, and md into one download, and safe_filenamesanitizes anything weird before it hits the header. small endpoints,big usability win. the guards got pickier agents/pipeline_guards.py added three focused gates. readabilityfails on filler density and paragraph-bullets, heading structurerequires at least three real sections, evidence coverage requires atleast two distinct http sources. they run cheap, explain themselvesin one line, and catch the exact slop the critic used to wavethrough. the creator writes decently now agents/creator_quality.py grew humanize_text_v2 - in order becomes to, due to the fact that becomes because, unlock the power of becomes use. score_section_visual picks timeline, comparison,stats, bento, or text from actual cues instead of forcing one layout. tighten_bullets clips at word boundaries with an ellipsis so slides never overflow their boxes. the orchestrator cleans up after itself agents/orchestrator.py quarantines suspect artefacts underquarantine folder instead of clobbering good output, exposesprogress_snapshot for both TUI and web UI, and should_resumedetects a checkpoint worth resuming. run_with_progress wraps nodeexecution with an optional callback so both frontends share oneprogress shape. tests lock it in tests/test_swarm_hardening.py covers the whole pass: cost math,empty summaries, filler rejection, heading minimums, url counting,cache stats, missing-handoff detection, marker parsing, and the humanizer scrub. nine tests, all deterministic, no network, no LLM.run them with pytest tests/test_swarm_hardening.py -v. where it stands open a fresh deck, site, doc, sheet, and pdf from the same draft -they share a brand, titles are short, bullets fit, images match the subject, motion is subtle, filler is gone. open the session folder -plan, research, analysis, draft, critique, creator, plus index.json.open the metrics - elapsed, hit rate, guard wins. the swarm finally feels like a tool you can run all day and trust. This is a website it created for a business"}, {"post_id": 62698, "ts": "2026-09-06T05:51:36Z", "hours": 8.9286, "text": "Devlog #6 I improved this project by a little bit Slideshows Slideshows now have backgrounds, images, graphics, fonts, designs, and nicer templates websites Websites now have animations, images, sections, and are customized and tailored to the research task! documents Docs now have colors to organize thoughts and sections, and as well as images and visuals every so often What’s next? Drastic imrpovement, and new output type soon"}, {"post_id": 61548, "ts": "2026-09-04T14:51:38Z", "hours": 9.2414, "text": "Devlog 5 hola fifth devlog. the last two got the decks real structure and stopped a bunch of problems with like backgrounds and other stuff. so this one is all about the creator. planner, researcher, writer can do their jobs fine. However, if the creator fumbles the last mile, nobody cares how good the draft was. the creator improved agents/creator.py was the biggest culprit. _clean_content_for_slides was stripping file paths and a handful of phrases, but “delve”, “tapestry”, “game-changer”, “seamless”, “robust”, all that stuff was sailing straight onto slides.it strips all of that now. expanded filler list, whitespace collapse, drops those **** divider lines that used to become phantom slides, truncates sanely instead of cutting mid-word.also added three little helpers i wish i’d had earlier. _premium_truncate cuts at a word boundary and adds the ellipsis, _humanize_heading cleans the [layout:...] tags and keeps titles under 60 chars with proper casing, _score_section_visual actually looks at the section — timeline words + 3 bullets = timeline, versus/comparison + 4 bullets = comparison, stats + numbers = stat grid, 5+ bullets = bento. no more forcing every section into the same text wall pptx is finally actually semi-decent with animations and stuff this one bugged me for a while. agents/pptx_builder.py had _add_shape_animation and it was literally a no-op. just return . so we’d promise motion and ship static decks. now it wires real entrance animations into the timing tree. The animations are appear, fade, fly, grow, wipe, with delay support. it’s still subtle, staggered, not the 2007 bounce-everything-in kind. charts ease in, bullets cascade, hero elements land in order. open it in PowerPoint and it actually feels presented, not pasted. the critic got pickier agents/critic.py would pass stuff with “showcasing” and “unlock” all over it as long as the structure was right. added _critic_visual_score , which checks min 4 sections for rhythm, flags filler hits, flags bullets over 110 chars, needs 82+ to pass. it’s caught three decks this week i would’ve shipped before. agents/polisher.py got the same strictness on the html side — enforces hierarchy, fixes those 10px body styles that slipped through, strips leftover ai-generated / placeholder / lorem classes. agents/visual_builder.py got cinematic helpers, so it has proper 21:9 captions, glass CSS token, bento span logic so the first cell gets the weight. where it stands opened five fresh outputs side by side yesterday — deck, site, doc, sheet, pdf from the same draft. for the first time they felt like the same brand. titles are short, bullets fit, images match the subject, motion is there but doesn’t shout, and i didn’t spot a single “delve” or “tapestry”."}, {"post_id": 61313, "ts": "2026-09-04T05:10:29Z", "hours": 9.0375, "text": "Devlog 4 Drastically improved the slideshow generator and website generator Not much here, just took me 6 HOURS TO FIGURE OUT WHY THEY SUCKED The agent didn’t have the capabilities to do a background, so it was always white. Also, it was stickign to very basic styles and templates. I made them so much better (still a WIP) Last 3 hours were spent actually working on and off Only the last 3 hours were actually spent doing real work, so I lowk am cooked. Here’s some fried rice and smoothie I made! The tanghulu was a failure but at least it tasted good :P"}, {"post_id": 60265, "ts": "2026-09-02T15:04:03Z", "hours": 7.9603, "text": "Devlog 3 hey guys. Third devlog. Devlog two shipped fifty-two templates and an art director,and the html pages finally looked somewhat decent. However, they still sucked. The slides on the first iteration had almost no images, no background, nothing. It sucked until I asked it a bunch of times to revise it. the forensics before writing a line of new render code i unzipped both decks and diffed the xml. Agentswarm: 15 identical stat slides, 1 picture total. the reference:13 slides, 12 large images, and a real story arc - full-bleed cover,overview dashboard, content slides with big image panels and labeled morning/afternoon/evening blocks, an insider-tip callout, a section divider. the gap wasn’t the fonts; it was structure and imagery. and since our renderer preferred keyless stock chains and fell back to random picsumgarbage when they failed, “the images are buns” was literally true.i also found the deck was leaking its own internals onto the slides:template names, character counts, a signature footer. nothing says”designed by an ai who gave up” like “generated with template vogue ”. the rebuild scripts/pptx_template_renderer.py got rewritten around one rule: atemplate is guidance, not law. it still picks a palette, typeface pairing,and hero flavor from the spec, but every layout is chosen from the actualcontent. the archetypes are the workhorses now:- full-bleed cover with scrim, eyebrow kicker, giant title, meta strip- agenda slide with real numbered sections and content-derived stat cards- feature slides: big image panel, up to three labeled blocks (the context / the detail / the takeaway), a key-takeaway callout- timeline, comparison, quote, and gallery variants for sections that call for them - capped so a deck never spams the same layout- section divider, sources, and a closing slideevery slide gets header chrome with a section badge and page numbers,plus speaker notes. the image pipeline now tries the ai generator firstwith per-section prompts (verified live - one image every ten seconds),then the stock chain, then a styled gradient. the red badge and randompicsum are gone. where it stands still deterministic, still no llm in the loop, still pyright clean. the bronze ox is gone because the pipeline finally knows the difference between a farm animal and a model name. still ahead: teaching the website renderer to generate its own images when the cache is cold, and pushing the same director thinking down into the pdf path. This is a one-shot result - it kind of sucks"}, {"post_id": 59977, "ts": "2026-09-02T02:02:54Z", "hours": 9.7839, "text": "Devlog 2 hey guys. second devlog. the first was about keeping the pipeline alive underpressure; this one is about making it actually good. the goal was to stop thecreator from reaching for the same handful of preset looks, and to make theresearcher think before it searches. along the way a few hundred errors inthe problems panel just magically fricking appeared and took me way too long to fricking solve. A bunch of new clean templates The previous set of templates that the creator agent was given were complete dodo, like worse than the gta 6 leaks by cyberpunk and thick of it. the old template system was a few hardcoded themes and a color swap. Now, there are fifty-two distinct templates across eight categories - editorial, corporate, tech, creative, minimal, data,storytelling, luxury. Each one is a complete design dna, not a recolored clone: its own palette, typography pairing, grid, signature element(oversized type, noise grain, gradient orbs, marble texture…), and section composition rules. both the html and pptx renderers consume the same specs,so a website and its matching deck look like siblings. New agent - art director Templates alone just give you more wallpaper, so the creator got an art director ( agents/art_director.py ). it maps the task and industry to a visual direction - palette mood, typography voice, imagery style, layout personality - across ten moods from editorial to brutalist to nightlife. a coffee shop brief lands on faded-sun vintage with grainy texture; a saas pitch gets cool slate and a bento grid. no llm, always available, and its direction folds into template selection so outputs stop looking like one fixed style. Added visuals to the slides (still need a lot of work) the pptx renderer’s primary path is now the spec-driven template renderer:one dominant focal point per slide - image plus caption, stat, quote,timeline, or comparison - short visible text, and human speaker notes onevery slide. something visual every slide, balanced against the words. quality passes before anything renders markdown now runs through deterministic passes in agents/creator_quality.py before the creator touches it. humanize_text scrubs the telltale ai-isms(moreover, leverage, delve, seamless…) so the voice reads human. narrative_arc_md makes sure sources land at the end instead of opening thepiece. annotate_visual_hints finds sections that would render as unbrokenprose and injects a takeaway bullet from the section’s own first goodsentence. and the new quality_gate self-reports coverage issues onproduced outputs. the researcher plans and verifies now research used to be: search, scrape, write whatever came back. now agents/research_plan.py turns the task plus the planner handoff into subtopics, key questions, and evidence targets that anchor every search round - targeted instead of spray-and-pray, with deterministic fallbacks so fast mode still works with zero llm calls. and agents/evidence.py extracts atomic claims from scraped sources, then verifies them across sources:corroborated, contradicted, or unsupported. the synthesis prompt now refuses to present a number as fact unless the evidence view backs it, and the researcher wires its handoff text back into the prompts it actually sends -which was fetch-and-forget before. This is a slideshow it made after a lot of tweaking (like 20+ prompts); I want it to be able to do such a thing in 1 prompt so still a lot of work to be done."}, {"post_id": 59319, "ts": "2026-09-01T01:26:41Z", "hours": 7.9281, "text": "Devlog 1 hey guys. foundatin for the project I built a simple foundation for the project with a nice TUI and simple functoinality (base version for each agent). Researcher agent The researcher agent so far has a base firecrawl api, simple web search, and does nothing else so far Analyst agent The analyst agent’s only job is to analyze and summarize all key info found by the researcher Writer agent The writer agent’s job is to write prompts for the creator agent including all relevant information from the research Creator agent The creator’s only job is to create slideshows and other outputs based on given info Critic agent The critic’s only job is to criticize the output quality of the creator agent These are all only rough implimentations of them, more is yet to come"}, {"post_id": 34128, "ts": "2026-07-24T16:51:43Z", "hours": 1.2469, "text": "I’m making a swarm of ai agents to help with research - but fully free, open source, and byo. That way, you aren’t locked to one ecosystem. Im just starting out. This is my current pipeline"}]...
|
Title: AgentSwarm by @nikhil_nagaraj | Stardance
Title: AgentSwarm by @nikhil_nagaraj | Stardance
Devlogs:
I’m making a swarm of ai agents to help with research - but fully free, open source, and byo. That way, you aren’t locked to one ecosystem. Im just starting out. This is my current pipeline
Devlog 1 hey guys. foundatin for the project I built a simple foundation for the project with a nice TUI and simple functoinality (base version for each agent). Researcher agent The researcher agent so far has a base firecrawl api, simple web search, and does nothing else so far Analyst agent The analyst agent’s only job is to analyze and summarize all key info found by the researcher Writer agent The writer agent’s job is to write prompts for the creator agent including all relevant information from the research Creator agent The creator’s only job is to create slideshows and other outputs based on given info Critic agent The critic’s only job is to criticize the output quality of the creator agent These are all only rough implimentations of them, more is yet to come
Devlog 2 hey guys. second devlog. the first was about keeping the pipeline alive underpressure; this one is about making it actually good. the goal was to stop thecreator from reaching for the same handful of preset looks, and to make theresearcher think before it searches. along the way a few hundred errors inthe problems panel just magically fricking appeared and took me way too long to fricking solve. A bunch of new clean templates The previous set of templates that the creator agent was given were complete dodo, like worse than the gta 6 leaks by cyberpunk and thick of it. the old template system was a few hardcoded themes and a color swap. Now, there are fifty-two distinct templates across eight categories - editorial, corporate, tech, creative, minimal, data,storytelling, luxury. Each one is a complete design dna, not a recolored clone: its own palette, typography pairing, grid, signature element(oversized type, noise grain, gradient orbs, marble texture…), and section composition rules. both the html and pptx renderers consume the same specs,so a website and its matching deck look like siblings. New agent - art director Templates alone just give you more wallpaper, so the creator got an art director ( agents/art_director.py ). it maps the task and industry to a visual direction - palette mood, typography voice, imagery style, layout personality - across ten moods from editorial to brutalist to nightlife. a coffee shop brief lands on faded-sun vintage with grainy texture; a saas pitch gets cool slate and a bento grid. no llm, always available, and its direction folds into template selection so outputs stop looking like one fixed style. Added visuals to the slides (still need a lot of work) the pptx renderer’s primary path is now the spec-driven template renderer:one dominant focal point per slide - image plus caption, stat, quote,timeline, or comparison - short visible text, and human speaker notes onevery slide. something visual every slide, balanced against the words. quality passes before anything renders markdown now runs through deterministic passes in agents/creator_quality.py before the creator touches it. humanize_text scrubs the telltale ai-isms(moreover, leverage, delve, seamless…) so the voice reads human. narrative_arc_md makes sure sources land at the end instead of opening thepiece. annotate_visual_hints finds sections that would render as unbrokenprose and injects a takeaway bullet from the section’s own first goodsentence. and the new quality_gate self-reports coverage issues onproduced outputs. the researcher plans and verifies now research used to be: search, scrape, write whatever came back. now agents/research_plan.py turns the task plus the planner handoff into subtopics, key questions, and evidence targets that anchor every search round - targeted instead of spray-and-pray, with deterministic fallbacks so fast mode still works with zero llm calls. and agents/evidence.py extracts atomic claims from scraped sources, then verifies them across sources:corroborated, contradicted, or unsupported. the synthesis prompt now refuses to present a number as fact unless the evidence view backs it, and the researcher wires its handoff text back into the prompts it actually sends -which was fetch-and-forget before. This is a slideshow it made after a lot of tweaking (like 20+ prompts); I want it to be able to do such a thing in 1 prompt so still a lot of work to be done.
Devlog 3 hey guys. Third devlog. Devlog two shipped fifty-two templates and an art director,and the html pages finally looked somewhat decent. However, they still sucked. The slides on the first iteration had almost no images, no background, nothing. It sucked until I asked it a bunch of times to revise it. the forensics before writing a line of new render code i unzipped both decks and diffed the xml. Agentswarm: 15 identical stat slides, 1 picture total. the reference:13 slides, 12 large images, and a real story arc - full-bleed cover,overview dashboard, content slides with big image panels and labeled morning/afternoon/evening blocks, an insider-tip callout, a section divider. the gap wasn’t the fonts; it was structure and imagery. and since our renderer preferred keyless stock chains and fell back to random picsumgarbage when they failed, “the images are buns” was literally true.i also found the deck was leaking its own internals onto the slides:template names, character counts, a signature footer. nothing says”designed by an ai who gave up” like “generated with template vogue ”. the rebuild scripts/pptx_template_renderer.py got rewritten around one rule: atemplate is guidance, not law. it still picks a palette, typeface pairing,and hero flavor from the spec, but every layout is chosen from the actualcontent. the archetypes are the workhorses now:- full-bleed cover with scrim, eyebrow kicker, giant title, meta strip- agenda slide with real numbered sections and content-derived stat cards- feature slides: big image panel, up to three labeled blocks (the context / the detail / the takeaway), a key-takeaway callout- timeline, comparison, quote, and gallery variants for sections that call for them - capped so a deck never spams the same layout- section divider, sources, and a closing slideevery slide gets header chrome with a section badge and page numbers,plus speaker notes. the image pipeline now tries the ai generator firstwith per-section prompts (verified live - one image every ten seconds),then the stock chain, then a styled gradient. the red badge and randompicsum are gone. where it stands still deterministic, still no llm in the loop, still pyright clean. the bronze ox is gone because the pipeline finally knows the difference between a farm animal and a model name. still ahead: teaching the website renderer to generate its own images when the cache is cold, and pushing the same director thinking down into the pdf path. This is a one-shot result - it kind of sucks
Devlog 4 Drastically improved the slideshow generator and website generator Not much here, just took me 6 HOURS TO FIGURE OUT WHY THEY SUCKED The agent didn’t have the capabilities to do a background, so it was always white. Also, it was stickign to very basic styles and templates. I made them so much better (still a WIP) Last 3 hours were spent actually working on and off Only the last 3 hours were actually spent doing real work, so I lowk am cooked. Here’s some fried rice and smoothie I made! The tanghulu was a failure but at least it tasted good :P
Devlog 5 hola fifth devlog. the last two got the decks real structure and stopped a bunch of problems with like backgrounds and other stuff. so this one is all about the creator. planner, researcher, writer can do their jobs fine. However, if the creator fumbles the last mile, nobody cares how good the draft was. the creator improved agents/creator.py was the biggest culprit. _clean_content_for_slides was stripping file paths and a handful of phrases, but “delve”, “tapestry”, “game-changer”, “seamless”, “robust”, all that stuff was sailing straight onto slides.it strips all of that now. expanded filler list, whitespace collapse, drops those **** divider lines that used to become phantom slides, truncates sanely instead of cutting mid-word.also added three little helpers i wish i’d had earlier. _premium_truncate cuts at a word boundary and adds the ellipsis, _humanize_heading cleans the [layout:...] tags and keeps titles under 60 chars with proper casing, _score_section_visual actually looks at the section — timeline words + 3 bullets = timeline, versus/comparison + 4 bullets = comparison, stats + numbers = stat grid, 5+ bullets = bento. no more forcing every section into the same text wall pptx is finally actually semi-decent with animations and stuff this one bugged me for a while. agents/pptx_builder.py had _add_shape_animation and it was literally a no-op. just return . so we’d promise motion and ship static decks. now it wires real entrance animations into the timing tree. The animations are appear, fade, fly, grow, wipe, with delay support. it’s still subtle, staggered, not the 2007 bounce-everything-in kind. charts ease in, bullets cascade, hero elements land in order. open it in PowerPoint and it actually feels presented, not pasted. the critic got pickier agents/critic.py would pass stuff with “showcasing” and “unlock” all over it as long as the structure was right. added _critic_visual_score , which checks min 4 sections for rhythm, flags filler hits, flags bullets over 110 chars, needs 82+ to pass. it’s caught three decks this week i would’ve shipped before. agents/polisher.py got the same strictness on the html side — enforces hierarchy, fixes those 10px body styles that slipped through, strips leftover ai-generated / placeholder / lorem classes. agents/visual_builder.py got cinematic helpers, so it has proper 21:9 captions, glass CSS token, bento span logic so the first cell gets the weight. where it stands opened five fresh outputs side by side yesterday — deck, site, doc, sheet, pdf from the same draft. for the first time they felt like the same brand. titles are short, bullets fit, images match the subject, motion is there but doesn’t shout, and i didn’t spot a single “delve” or “tapestry”.
Devlog #6 I improved this project by a little bit Slideshows Slideshows now have backgrounds, images, graphics, fonts, designs, and nicer templates websites Websites now have animations, images, sections, and are customized and tailored to the research task! documents Docs now have colors to organize thoughts and sections, and as well as images and visuals every so often What’s next? Drastic imrpovement, and new output type soon
Devlog 7 hey guys. seventh devlog. devlog six gave the swarm a memory - metrics, cache stats, handoff index, overdue tasks. TUI parsing tui/runner.py parses agent markers now with parse_agent_marker, soprogress is real instead of spinner theater. short_status_line rendersprogress like 2 of 6 with percent plus writer in the footer, and acancel sentinel lets Ctrl+C set a flag file the worker checks insteadof killing mid-write. no more half decks on cancel. the web app remembers and shares app.py appends every job to job history json (last fifty kept),so refresh does not wipe your day. zip_outputs bundles pptx, docx,html, xlsx, pdf, and md into one download, and safe_filenamesanitizes anything weird before it hits the header. small endpoints,big usability win. the guards got pickier agents/pipeline_guards.py added three focused gates. readabilityfails on filler density and paragraph-bullets, heading structurerequires at least three real sections, evidence coverage requires atleast two distinct http sources. they run cheap, explain themselvesin one line, and catch the exact slop the critic used to wavethrough. the creator writes decently now agents/creator_quality.py grew humanize_text_v2 - in order becomes to, due to the fact that becomes because, unlock the power of becomes use. score_section_visual picks timeline, comparison,stats, bento, or text from actual cues instead of forcing one layout. tighten_bullets clips at word boundaries with an ellipsis so slides never overflow their boxes. the orchestrator cleans up after itself agents/orchestrator.py quarantines suspect artefacts underquarantine folder instead of clobbering good output, exposesprogress_snapshot for both TUI and web UI, and should_resumedetects a checkpoint worth resuming. run_with_progress wraps nodeexecution with an optional callback so both frontends share oneprogress shape. tests lock it in tests/test_swarm_hardening.py covers the whole pass: cost math,empty summaries, filler rejection, heading minimums, url counting,cache stats, missing-handoff detection, marker parsing, and the humanizer scrub. nine tests, all deterministic, no network, no LLM.run them with pytest tests/test_swarm_hardening.py -v. where it stands open a fresh deck, site, doc, sheet, and pdf from the same draft -they share a brand, titles are short, bullets fit, images match the subject, motion is subtle, filler is gone. open the session folder -plan, research, analysis, draft, critique, creator, plus index.json.open the metrics - elapsed, hit rate, guard wins. the swarm finally feels like a tool you can run all day and trust. This is a website it created for a business
Devlog 8 Went nuclear and did a git reset because smth was killing my code. I still don’t know what, but it is what it is. At least now I’ll be able to fix it and get back to my old stage. Im working on fixing it. Btw this guy is gonna be the death of me...
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1792921809.4714692
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1793785809.4714692
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8831
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PakWarEra Website by @hz_ | Stardance
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hz_
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0
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0.0
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0
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[]
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[]
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Title: PakWarEra Website by @hz_ | Stardance
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1793386116.899916
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1793990916.899916
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8832
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My first slack bot! by @Prismatic | Stardance
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Prismatic
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Prismatic | Stardan Title: My first slack bot! by @Prismatic | Stardance...
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1793238571.8858776
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1793843371.8858776
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8833
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Stream Deck by @codecraft07 | Stardance
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codecraft07
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0
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20.92
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0
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[]
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[{"post_id": 19876, "ts": "202 [{"post_id": 19876, "ts": "2026-07-01T09:14:29Z", "hours": 1.6333, "text": "Finished the Project🥳🥳🥳🥳🥳🥳 While all the featurs aren’t added yet , a basic firmware is complete and as such I need the thing in hands to optimize it further I really need a 3d printer and but alas for anyone that wants to see or use the onshape case here is the link"}, {"post_id": 19431, "ts": "2026-06-30T19:07:03Z", "hours": 2.7103, "text": "The Firmware is almost finished so whats done added rgb support added two layers to the keyboard base layer and RBG layer added animation to the keyboard read a lot of documentation added a bit of via support( thats main wip thing) Whats remaining via support ( adding the remaing via stuff) some more rbg effects"}, {"post_id": 17722, "ts": "2026-06-28T17:05:55Z", "hours": 1.1, "text": "What I did made some firmware : added rgb lighting configured the layout for the keys some other stuff that I think might work so far I am using a vm for qmk since its better than wsl2 and both performance and ram usage but it too has its bottleneck so I am think of a dual boot of arch with cinnamon as DE , since that what I am familiar with"}, {"post_id": 13589, "ts": "2026-06-22T08:13:48Z", "hours": 1.6314, "text": "Learning QMK is going to be a tast but a fun one Luckly it does not need knowledge of C language Else I might pivot to another firmware someware there is not really a photo for me to add so I will just add a logo"}, {"post_id": 10124, "ts": "2026-06-16T18:42:45Z", "hours": 6.3494, "text": "Finished the PCB Housing"}, {"post_id": 7437, "ts": "2026-06-12T11:46:53Z", "hours": 2.3817, "text": "Well, the DXF import does not seem constrained like I think it should be And thus I had to do a lot of manual constraint"}, {"post_id": 5855, "ts": "2026-06-09T20:02:39Z", "hours": 1.1514, "text": "Learned OnShape through YouTube and furthermore attempted to make the housing for the PCB. Haven’t finished it though"}, {"post_id": 5584, "ts": "2026-06-09T13:10:22Z", "hours": 1.2089, "text": "Finished the PCB; the next step is making the actual body using one shape what this hackpad has 7 programmable switches, one programmable rotary encoder for volume /scrolling I might add a screen but thats if I remake it again which aint happening anytime soon"}, {"post_id": 4419, "ts": "2026-06-07T18:54:25Z", "hours": 1.0089, "text": "It’s interesting how quickly you feel your past self was stupid fore doing thing one way. Like, my attempt at adding leds to the keyboard key spiralled into entire schematics and pcb being made from scratch. It’s kind of fun learning a new skill on the fly to make a project."}, {"post_id": 3834, "ts": "2026-06-06T21:51:24Z", "hours": 0.6978, "text": "Added Leds and lighting for aesthetics for the hackpad. Requires further improvement Will continue to improve"}, {"post_id": 3506, "ts": "2026-06-06T14:05:20Z", "hours": 1.0497, "text": "Okay so verification took a while so this devlog will have a lot of things, What I have does so far Designed the PCB schematics. Designed the PCB."}]...
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Title: Stream Deck by @codecraft07 | Stardance
De Title: Stream Deck by @codecraft07 | Stardance
Devlogs:
Okay so verification took a while so this devlog will have a lot of things, What I have does so far Designed the PCB schematics. Designed the PCB.
Added Leds and lighting for aesthetics for the hackpad. Requires further improvement Will continue to improve
It’s interesting how quickly you feel your past self was stupid fore doing thing one way. Like, my attempt at adding leds to the keyboard key spiralled into entire schematics and pcb being made from scratch. It’s kind of fun learning a new skill on the fly to make a project.
Finished the PCB; the next step is making the actual body using one shape what this hackpad has 7 programmable switches, one programmable rotary encoder for volume /scrolling I might add a screen but thats if I remake it again which aint happening anytime soon
Learned OnShape through YouTube and furthermore attempted to make the housing for the PCB. Haven’t finished it though
Well, the DXF import does not seem constrained like I think it should be And thus I had to do a lot of manual constraint
Finished the PCB Housing
Learning QMK is going to be a tast but a fun one Luckly it does not need knowledge of C language Else I might pivot to another firmware someware there is not really a photo for me to add so I will just add a logo
What I did made some firmware : added rgb lighting configured the layout for the keys some other stuff that I think might work so far I am using a vm for qmk since its better than wsl2 and both performance and ram usage but it too has its bottleneck so I am think of a dual boot of arch with cinnamon as DE , since that what I am familiar with
The Firmware is almost finished so whats done added rgb support added two layers to the keyboard base layer and RBG layer added animation to the keyboard read a lot of documentation added a bit of via support( thats main wip thing) Whats remaining via support ( adding the remaing via stuff) some more rbg effects
Finished the Project🥳🥳🥳🥳🥳🥳 While all the featurs aren’t added yet , a basic firmware is complete and as such I need the thing in hands to optimize it further I really need a 3d printer and but alas for anyone that wants to see or use the onshape case here is the link...
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1793191708.1810327
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1793796508.1810327
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8834
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CelePad by @Fawy2010 | Stardance
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Fawy2010
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0
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8.76
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0
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[]
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[{"post_id": 20955, "ts": "202 [{"post_id": 20955, "ts": "2026-07-02T18:07:11Z", "hours": 0.9036, "text": "Devlog 4: Making the case for my Hackpad So today I have finally begun the case for my CelePad, but I kind of made it more difficult for myself than I had to, because I just had to measure everything before I could be happy with it, and even then I still doubted whether everything was right or not. But no I’ve done it, and the only thing left is the firmware and decorative stuff."}, {"post_id": 18612, "ts": "2026-06-29T20:13:12Z", "hours": 1.5236, "text": "Devlog 3: Fixing the wrong key matrix to be right. Having to go back to your schematic and change stuff and the also needing to update the PCB to fit it, is certainly annoying, but I hope it is right this time, because I do not wanna have to do that again. Because as someone kindly pointed out in the comments of my first Devlog, the diodes in my matrix wiring were wrong, so I fixed that, but then having to reroute my PCB to be correct too, as mentioned already, was annoying. I also encountered the problem of having closed the website that directs you to the Lookout app, so at first i had no idea why my time wasn’t syncing, luckily I managed to find the right Site in my browser history."}, {"post_id": 8153, "ts": "2026-06-13T16:25:35Z", "hours": 3.8981, "text": "Devlog 2: Designing the PCB layout, and learning about LED’s Designing a PCB for the first time is interesting to say the least, especially when you don’t yet know what excactly it is going to look like. I experienced some difficulty getting everything into a position I liked and then routing the traces in a way I liked and that I thougt made sense. I decided to do the LEDs last as I had no idea where to put them exactly, but by doing so I then had the problem that when I finally did do it, it messed up the already existing traces, so I had to redo some of them. But before I finally put the LEDs where they are now, I first had to find out where exactly to put them, cause how are you supposed to know they are supposed to be put directly underneath the key switches?"}, {"post_id": 5526, "ts": "2026-06-09T10:34:04Z", "hours": 2.4369, "text": "I’ve created the Schematic for my macropad, and began making the PCB. At first I had difficulties understanding KiCad and Lapse, but it ended up working out. At first I also had no Idea what exactly i wanted to create with my macropad, but I found that one out quickly enough."}]...
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Title: CelePad by @Fawy2010 | Stardance
Devlogs:
Title: CelePad by @Fawy2010 | Stardance
Devlogs:
I’ve created the Schematic for my macropad, and began making the PCB. At first I had difficulties understanding KiCad and Lapse, but it ended up working out. At first I also had no Idea what exactly i wanted to create with my macropad, but I found that one out quickly enough.
Devlog 2: Designing the PCB layout, and learning about LED’s Designing a PCB for the first time is interesting to say the least, especially when you don’t yet know what excactly it is going to look like. I experienced some difficulty getting everything into a position I liked and then routing the traces in a way I liked and that I thougt made sense. I decided to do the LEDs last as I had no idea where to put them exactly, but by doing so I then had the problem that when I finally did do it, it messed up the already existing traces, so I had to redo some of them. But before I finally put the LEDs where they are now, I first had to find out where exactly to put them, cause how are you supposed to know they are supposed to be put directly underneath the key switches?
Devlog 3: Fixing the wrong key matrix to be right. Having to go back to your schematic and change stuff and the also needing to update the PCB to fit it, is certainly annoying, but I hope it is right this time, because I do not wanna have to do that again. Because as someone kindly pointed out in the comments of my first Devlog, the diodes in my matrix wiring were wrong, so I fixed that, but then having to reroute my PCB to be correct too, as mentioned already, was annoying. I also encountered the problem of having closed the website that directs you to the Lookout app, so at first i had no idea why my time wasn’t syncing, luckily I managed to find the right Site in my browser history.
Devlog 4: Making the case for my Hackpad So today I have finally begun the case for my CelePad, but I kind of made it more difficult for myself than I had to, because I just had to measure everything before I could be happy with it, and even then I still doubted whether everything was right or not. But no I’ve done it, and the only thing left is the firmware and decorative stuff....
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1793415040.0704322
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1794019840.0704322
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8835
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Deleted project by @arjunko | Stardance
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arjunko
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Title: Deleted project by @arjunko | Stardance
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1793346649.803034
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1793951449.803034
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8836
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My first slack bot! by @akshaychilappa | Stardance
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akshaychilappa
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0
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0.0
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Title: My first slack bot! by @akshaychilappa | St Title: My first slack bot! by @akshaychilappa | Stardance...
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1792745711.2045496
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1793350511.2045496
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8837
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Electronic Chess Board by @ryangraciasnl11 | Stard Electronic Chess Board by @ryangraciasnl11 | Stardance...
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ryangraciasnl11
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11.23
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[{"post_id": 81894, "ts": "202 [{"post_id": 81894, "ts": "2026-10-22T21:44:17Z", "hours": 0.5503, "text": "Devlog 7: Electronic Chess Board -I checked the schematic (all connections were made correctly) and PCB(made sure all the traces are adequate width)"}, {"post_id": 74639, "ts": "2026-09-27T20:40:50Z", "hours": 0.3169, "text": "Devlog 6: Electronic Chess Board What I Did: -Added more images to my Github repository ReadME -Tried to find areas to improve the look of the chess piece and their ability to hold the magnets well (improved press fit"}, {"post_id": 69583, "ts": "2026-09-17T11:07:51Z", "hours": 1.4003, "text": "Devlog 5: Electronic Chess Board -Recoded my code to improve efficiency -Adjusted BOM as I found the same part for a cheaper price"}, {"post_id": 51566, "ts": "2026-08-21T10:38:32Z", "hours": 0.6503, "text": "Devlog 4 - Electronic Chess Board What I Did: -Designed minimalist-esque chess pieces in Blender -Made a hole in the base of each piece design to place magnets with a diameter of 8mm"}, {"post_id": 51064, "ts": "2026-08-20T15:26:45Z", "hours": 1.9839, "text": "Devlog 3 - Electronic Chess Board What I Did: -Changed the LED footprint to the footprint for upright, flat-head LEDs -Changed the A3144 footprint to a footprint where the pads are further apart, to make soldering easier (initially I was going to go for PCBA, but after checking the price, it is not worth it; hence, I will be doing the soldering by hand) -Rewired the LED and A3144 grids"}, {"post_id": 48297, "ts": "2026-08-16T16:36:31Z", "hours": 4.6528, "text": "Devlog 2 - Electronic Chess Board What I Did: -I placed all of the LEDs for each square -I placed all of the a3144s for each square -I placed the S8550 transistors that control the rows -I placed the header pins that allow the two separate microcontroller boards (the Arduino Mega for the 5v logic to power the A3144s; the ESP32 to ‘grab’ the chess engine move from the code) -I placed the UART connections for the two separate boards -I created a board outline, along with square outlines, on the silkscreen layer"}, {"post_id": 46906, "ts": "2026-08-14T13:29:12Z", "hours": 1.6717, "text": "Devlog 1 - Electronic Chess Board What I Did: -I created a schematic of an 8x8 grid of A3144 Hall effect sensors, which have their VCC leads tied to S8550 PNP transistors, in rows of 8 (8 transistors, each providing power to a separate row of 8 Hall effect sensors). Their GND leads are all tied together to a header pin that will be connected to an Arduino Mega 2560. Their VOUT leads are connected in columns. This multiplexing approach allows me to cut down the total GPIO pins required from 64 down to 16. The emitter of the S8550s’ is connected to a 5V supply, which I will connect to the board via a header pin. The base of each S8550 will be connected to an Arduino Mega 2560 GPIO pin, through a header pin. -I created a schematic of an 8x8 grid of LEDs. The LED matrix follows a similar setup to the hall effect sensors, with 8 S8550s, each connected to a row of 8 LED anodes. Then 8 header pins are connected to the cathodes in columns. The S8550s’ emitter pins will be connected to a 3.3V supply that will connect to the board using a header pin. The bases will either be connected to an Arduino Mega 2560 or an ESP32 (most likely the latter, as I will need an ESP32 for the chess moves anyway) -I created a small UART connection for the Arduino Mega 2650 and ESP32, so that the Arduino can send the hall effect sensor readings to the ESP32, and the ESP32 can relay that information to the chess engine. -I added a small area for an 0.96-inch OLED screen to attach onto, in the case that I want to add some extra functionality to the board (e.g., a clock or menu screen)"}]...
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Title: Electronic Chess Board by @ryangraciasnl11 Title: Electronic Chess Board by @ryangraciasnl11 | Stardance
Devlogs:
Devlog 1 - Electronic Chess Board What I Did: -I created a schematic of an 8x8 grid of A3144 Hall effect sensors, which have their VCC leads tied to S8550 PNP transistors, in rows of 8 (8 transistors, each providing power to a separate row of 8 Hall effect sensors). Their GND leads are all tied together to a header pin that will be connected to an Arduino Mega 2560. Their VOUT leads are connected in columns. This multiplexing approach allows me to cut down the total GPIO pins required from 64 down to 16. The emitter of the S8550s’ is connected to a 5V supply, which I will connect to the board via a header pin. The base of each S8550 will be connected to an Arduino Mega 2560 GPIO pin, through a header pin. -I created a schematic of an 8x8 grid of LEDs. The LED matrix follows a similar setup to the hall effect sensors, with 8 S8550s, each connected to a row of 8 LED anodes. Then 8 header pins are connected to the cathodes in columns. The S8550s’ emitter pins will be connected to a 3.3V supply that will connect to the board using a header pin. The bases will either be connected to an Arduino Mega 2560 or an ESP32 (most likely the latter, as I will need an ESP32 for the chess moves anyway) -I created a small UART connection for the Arduino Mega 2650 and ESP32, so that the Arduino can send the hall effect sensor readings to the ESP32, and the ESP32 can relay that information to the chess engine. -I added a small area for an 0.96-inch OLED screen to attach onto, in the case that I want to add some extra functionality to the board (e.g., a clock or menu screen)
Devlog 2 - Electronic Chess Board What I Did: -I placed all of the LEDs for each square -I placed all of the a3144s for each square -I placed the S8550 transistors that control the rows -I placed the header pins that allow the two separate microcontroller boards (the Arduino Mega for the 5v logic to power the A3144s; the ESP32 to ‘grab’ the chess engine move from the code) -I placed the UART connections for the two separate boards -I created a board outline, along with square outlines, on the silkscreen layer
Devlog 3 - Electronic Chess Board What I Did: -Changed the LED footprint to the footprint for upright, flat-head LEDs -Changed the A3144 footprint to a footprint where the pads are further apart, to make soldering easier (initially I was going to go for PCBA, but after checking the price, it is not worth it; hence, I will be doing the soldering by hand) -Rewired the LED and A3144 grids
Devlog 4 - Electronic Chess Board What I Did: -Designed minimalist-esque chess pieces in Blender -Made a hole in the base of each piece design to place magnets with a diameter of 8mm
Devlog 5: Electronic Chess Board -Recoded my code to improve efficiency -Adjusted BOM as I found the same part for a cheaper price
Devlog 6: Electronic Chess Board What I Did: -Added more images to my Github repository ReadME -Tried to find areas to improve the look of the chess piece and their ability to hold the magnets well (improved press fit
Devlog 7: Electronic Chess Board -I checked the schematic (all connections were made correctly) and PCB(made sure all the traces are adequate width)...
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1793271157.372782
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1793875957.372782
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8838
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My awesome macropad! by @aarpat2009 | Stardance
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aarpat2009
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0
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0.0
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Title: My awesome macropad! by @aarpat2009 | Stard Title: My awesome macropad! by @aarpat2009 | Stardance...
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1793264167.9168508
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1793868967.9168508
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8839
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portfolia by @christianfurr | Stardance
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christianfurr
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Title: portfolia by @christianfurr | Stardance
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1793440573.296957
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1794045373.296957
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8840
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Website by @lostdaffy | Stardance
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lostdaffy
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Title: Website by @lostdaffy | Stardance
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1793317801.2971017
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1793922601.2971017
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8841
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MegaSkins by @onako | Stardance
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onako
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42.66
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[{"post_id": 49923, "ts": "202 [{"post_id": 49923, "ts": "2026-08-18T21:50:24Z", "hours": 6.5681, "text": "Mega Search Skins big update It’s been a long time since the last devlog! The search inside MegaSkins is much better now! I’ve added to the search that it checks if your entered string such as “red uniform” also look at if a description contains exactly “red uniform”. Previously it wouldn’t care about the exact string but only if the words/tokens are inside the description, not the connected words. Now it works how you’d imagine it. Inside the video you can see the difference :D In case you plan to use the API: You don’t have to do anything at all. The update applies to the current search endpoint. also another update: In case you’re opening a skin that isn’t inside the database then the skin is downloaded for you so it works like if it was in the db <3"}, {"post_id": 41578, "ts": "2026-08-05T21:28:14Z", "hours": 1.5381, "text": "New: OpenGraph preview with MC Skin heads I’ve added Minecraft skin heads to the OpenGraph preview so it doesn’t look boring anymore. If you’ve not read the previous devblogs already: OpenGraph is the cool thing that allows you to display a preview in apps such as Twitter(X), Discord, Whatsapp, Slack, etc. Previously there was only a description inside that preview. Now I’ve added the head of the skin to that preview. Want to try out the feature? Post a link from a skin such as https://nuc.de.majic.rs/megaskins/skin/103605da15e8ba3e73de52e20bd96227bc258eabc3f65797a3a1d6f8ca7fdf4b inside any chat (you can also send this to yourself on Slack) In case you need the skin head yourself you can get a png with the following format: https://nuc.de.majic.rs/api/megaskins/skin/head?hash=[hash]&scale=[scale,optional] The scale must be between 1.0 and 64.0 Or if you like the Api-Tester 3000 I’ve added yesterday , you can test it out at the bottom of the page (beginning of the video) Feedback? I am open to suggestions in the comments ♥️"}, {"post_id": 41055, "ts": "2026-08-05T00:31:58Z", "hours": 3.8978, "text": "API? Easy to learn? Easy to experiment with? Yes, you’ve heard it right. The MegaSkins public API ( https://nuc.de.majic.rs/api/megaskins/ ) is now much easier to learn. I’ve added documentation and interactive demos to every page. There is also a page that contains all API usage demos: https://nuc.de.majic.rs/megaskins/api On this page you can experiment with the MegaSkins API inside the web browser without using specialized tools such as Insomnia. Info: API usage limits also apply to the website (I doubt that it is possible to reach limits with legitimate request) Next steps: full opengraph compat Feedback? I am open to suggestions in the comments ♥️"}, {"post_id": 40759, "ts": "2026-08-04T14:30:15Z", "hours": 2.4808, "text": "Skin Safety details can now be viewed from the web browser. This feature uses the skin safety api. The safety API has a rate limit of 3 requests per second per ipv4 (Good luck hitting that limit bro). The value the user receives is between 0 and 1, the same as on the API. Even if a skin displays 404, you can try the button because it downloads the skin from Mojang’s servers if it isn’t in the db. 0 = completely safe 1 = seriously unsafe, exact match Want to try out the feature? https://nuc.de.majic.rs/megaskins/skin/10594735a3796fa80b9aad48fc013f1af831735bc968c7d870c036b367db02ae The recommended threshold for declaring a skin unsafe is 0.95 (95%) Feedback? I am open to suggestions in the comments ♥️"}, {"post_id": 40215, "ts": "2026-08-03T16:56:58Z", "hours": 0.2628, "text": "Added native light mode support for the header now :D. Previously it was completely dark when light mode was enabled. Also the header should look better on dark mode. this isn’t an excuse to use light mode because dark mode is a billion times better Next steps: full opengraph compat add safety page that allows checking skin safety in the browser add api documentation to the website"}, {"post_id": 40200, "ts": "2026-08-03T16:34:34Z", "hours": 2.6944, "text": "Search inside the browser You can search for Minecraft skins inside the web browser now. Search in the browser has the same rate limit as the search API (the page uses the search API) Also, the UI should look much better on vertical monitors. Example search: https://nuc.de.majic.rs/megaskins/search/police In case you prefer the api (max 10 results): https://nuc.de.majic.rs/api/megaskins/skin/search?query=police Feedback? I am open to suggestions in the comments <3"}, {"post_id": 39786, "ts": "2026-08-02T23:57:31Z", "hours": 6.9528, "text": "Safety? Ever wanted to have a skin filter on your Minecraft server? Now you are able to check if a Minecraft skin is sus (aka. not child friendly). The system detects how similar a skin is to an existing flagged skin in the database. Technical The only thing you provide is the skin hash (the id Mojang gives your skin) and then the server tries to find it locally. If it can’t be found locally then the skin is downloaded directly from Mojang. After that step each pixel that is valid for a skin is compared against every pixel of flagged skins and a percentage value is calculated from 0 to 1. Meanings: 0 not similar at all or an error has occurred 1 identical image 0.95 = 95% similarity Practical use This system will be improved in future to be more reliable against false positives. I am planning to create a Minecraft plugin that does this job for you Ahh btw. The server takes ~10-20ms to process one request at the moment. (it is a really old one haha) Current false positives : toddler/baby skins (they have tons of skin) (almost) fully yellow skins (confuses these skins with a skin that contains symbols illegal in Germany) More details You can see more details in the screenshot! You can try it yourself with for example: https://nuc.de.majic.rs/api/megaskins/skin/safety?hash=101f6e9ae23fe8997d9fdf2c1409d97e7270b32f0590c1111eea1e04d1e05d4 If you have any questions or feedback then you can leave a comment or contact via Slack 😀 Good night <3"}, {"post_id": 5737, "ts": "2026-06-09T17:13:12Z", "hours": 0.7164, "text": "OpenGraph? What’s that open thingy? It’s a pretty cool thingy! MegaSkins supports OpenGraph now 🎉 What is OpenGraph? OpenGraph is a protocol for websites that allows them to provide a title, description, thumbnail, etc. which should be shown in other apps such as Slack. Why is it cool? Almost every good app supports it and instead of a plain URL, you get a rich preview that looks much better and provides useful information at a glance. Plans for the OpenGraph feature: Minecraft skin previews are currently being rendered. This may take a little while, but once they’re ready, they’ll be integrated into the previews! Feedback? I am open to suggestions in the comments <3"}, {"post_id": 5172, "ts": "2026-06-08T21:08:05Z", "hours": 0.9264, "text": "MegaSkins has a public search & description API now! No auth needed! GET https://nuc.de.majic.rs/api/megaskins/skin/search?query=WORDS output: String[] (limit:10 per request) rate limit: 10 r/min and GET https://nuc.de.majic.rs/api/megaskins/skin/description?hash=SKIN_HASH output: String, raw description rate limit: 6 r/min Requests return HTTP 429 after reaching the limit. [each type has its own limits depending on how demanding they are and how much of value a resource is (I don’t want people bombarding the server with hundreds of requests per seconds just to build a copy 😭)] Deployed on https://nuc.de.majic.rs/megaskins"}, {"post_id": 4975, "ts": "2026-06-08T16:56:57Z", "hours": 2.4644, "text": "Add a counter of current skins in the database 💯"}, {"post_id": 4883, "ts": "2026-06-08T13:26:33Z", "hours": 1.9686, "text": "The website is mobile friendly now. What’s missing: search, site stats, safety API"}, {"post_id": 4413, "ts": "2026-06-07T18:50:37Z", "hours": 7.535, "text": "The main page and everything else is deployed on https://nuc.de.majic.rs/megaskins/ . Time to continue cooking!"}, {"post_id": 3613, "ts": "2026-06-06T16:46:19Z", "hours": 1.8583, "text": "Doing some (not) serious frontend stuff now. Now i remember why I hate frontend… Luckily my focus isn’t on frontend haha"}, {"post_id": 3516, "ts": "2026-06-06T14:24:46Z", "hours": 2.7914, "text": "Hello, World! I think I have good progress! :D Building a database of Minecraft skins that allows automated usage"}]...
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Title: MegaSkins by @onako | Stardance
Devlogs:
H Title: MegaSkins by @onako | Stardance
Devlogs:
Hello, World! I think I have good progress! :D Building a database of Minecraft skins that allows automated usage
Doing some (not) serious frontend stuff now. Now i remember why I hate frontend… Luckily my focus isn’t on frontend haha
The main page and everything else is deployed on https://nuc.de.majic.rs/megaskins/ . Time to continue cooking!
The website is mobile friendly now. What’s missing: search, site stats, safety API
Add a counter of current skins in the database 💯
MegaSkins has a public search & description API now! No auth needed! GET https://nuc.de.majic.rs/api/megaskins/skin/search?query=WORDS output: String[] (limit:10 per request) rate limit: 10 r/min and GET https://nuc.de.majic.rs/api/megaskins/skin/description?hash=SKIN_HASH output: String, raw description rate limit: 6 r/min Requests return HTTP 429 after reaching the limit. [each type has its own limits depending on how demanding they are and how much of value a resource is (I don’t want people bombarding the server with hundreds of requests per seconds just to build a copy 😭)] Deployed on https://nuc.de.majic.rs/megaskins
OpenGraph? What’s that open thingy? It’s a pretty cool thingy! MegaSkins supports OpenGraph now 🎉 What is OpenGraph? OpenGraph is a protocol for websites that allows them to provide a title, description, thumbnail, etc. which should be shown in other apps such as Slack. Why is it cool? Almost every good app supports it and instead of a plain URL, you get a rich preview that looks much better and provides useful information at a glance. Plans for the OpenGraph feature: Minecraft skin previews are currently being rendered. This may take a little while, but once they’re ready, they’ll be integrated into the previews! Feedback? I am open to suggestions in the comments <3
Safety? Ever wanted to have a skin filter on your Minecraft server? Now you are able to check if a Minecraft skin is sus (aka. not child friendly). The system detects how similar a skin is to an existing flagged skin in the database. Technical The only thing you provide is the skin hash (the id Mojang gives your skin) and then the server tries to find it locally. If it can’t be found locally then the skin is downloaded directly from Mojang. After that step each pixel that is valid for a skin is compared against every pixel of flagged skins and a percentage value is calculated from 0 to 1. Meanings: 0 not similar at all or an error has occurred 1 identical image 0.95 = 95% similarity Practical use This system will be improved in future to be more reliable against false positives. I am planning to create a Minecraft plugin that does this job for you Ahh btw. The server takes ~10-20ms to process one request at the moment. (it is a really old one haha) Current false positives : toddler/baby skins (they have tons of skin) (almost) fully yellow skins (confuses these skins with a skin that contains symbols illegal in Germany) More details You can see more details in the screenshot! You can try it yourself with for example: https://nuc.de.majic.rs/api/megaskins/skin/safety?hash=101f6e9ae23fe8997d9fdf2c1409d97e7270b32f0590c1111eea1e04d1e05d4 If you have any questions or feedback then you can leave a comment or contact via Slack 😀 Good night <3
Search inside the browser You can search for Minecraft skins inside the web browser now. Search in the browser has the same rate limit as the search API (the page uses the search API) Also, the UI should look much better on vertical monitors. Example search: https://nuc.de.majic.rs/megaskins/search/police In case you prefer the api (max 10 results): https://nuc.de.majic.rs/api/megaskins/skin/search?query=police Feedback? I am open to suggestions in the comments <3
Added native light mode support for the header now :D. Previously it was completely dark when light mode was enabled. Also the header should look better on dark mode. this isn’t an excuse to use light mode because dark mode is a billion times better Next steps: full opengraph compat add safety page that allows checking skin safety in the browser add api documentation to the website
Skin Safety details can now be viewed from the web browser. This feature uses the skin safety api. The safety API has a rate limit of 3 requests per second per ipv4 (Good luck hitting that limit bro). The value the user receives is between 0 and 1, the same as on the API. Even if a skin displays 404, you can try the button because it downloads the skin from Mojang’s servers if it isn’t in the db. 0 = completely safe 1 = seriously unsafe, exact match Want to try out the feature? https://nuc.de.majic.rs/megaskins/skin/10594735a3796fa80b9aad48fc013f1af831735bc968c7d870c036b367db02ae The recommended threshold for declaring a skin unsafe is 0.95 (95%) Feedback? I am open to suggestions in the comments ♥️
API? Easy to learn? Easy to experiment with? Yes, you’ve heard it right. The MegaSkins public API ( https://nuc.de.majic.rs/api/megaskins/ ) is now much easier to learn. I’ve added documentation and interactive demos to every page. There is also a page that contains all API usage demos: https://nuc.de.majic.rs/megaskins/api On this page you can experiment with the MegaSkins API inside the web browser without using specialized tools such as Insomnia. Info: API usage limits also apply to the website (I doubt that it is possible to reach limits with legitimate request) Next steps: full opengraph compat Feedback? I am open to suggestions in the comments ♥️
New: OpenGraph preview with MC Skin heads I’ve added Minecraft skin heads to the OpenGraph preview so it doesn’t look boring anymore. If you’ve not read the previous devblogs already: OpenGraph is the cool thing that allows you to display a preview in apps such as Twitter(X), Discord, Whatsapp, Slack, etc. Previously there was only a description inside that preview. Now I’ve added the head of the skin to that preview. Want to try out the feature? Post a link from a skin such as https://nuc.de.majic.rs/megaskins/skin/103605da15e8ba3e73de52e20bd96227bc258eabc3f65797a3a1d6f8ca7fdf4b inside any chat (you can also send this to yourself on Slack) In case you need the skin head yourself you can get a png with the following format: https://nuc.de.majic.rs/api/megaskins/skin/head?hash=[hash]&scale=[scale,optional] The scale must be between 1.0 and 64.0 Or if you like the Api-Tester 3000 I’ve added yesterday , you can test it out at the bottom of the page (beginning of the video) Feedback? I am open to suggestions in the comments ♥️
Mega Search Skins big update It’s been a long time since the last devlog! The search inside MegaSkins is much better now! I’ve added to the search that it checks if your entered string such as “red uniform” also look at if a description contains exactly “red uniform”. Previously it wouldn’t care about the exact string but only if the words/tokens are inside the description, not the connected words. Now it works how you’d imagine it. Inside the video you can see the difference :D In case you plan to use the API: You don’t have to do anything at all. The update applies to the current search endpoint. also another update: In case you’re opening a skin that isn’t inside the database then the skin is downloaded for you so it works like if it was in the db <3...
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1793148923.652506
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1793753723.652506
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8842
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My awesome macropad! by @oliverchew | Stardance
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oliverchew
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @oliverchew | Stard Title: My awesome macropad! by @oliverchew | Stardance...
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1793404425.9274254
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1794009225.9274254
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8843
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NULL
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NULL
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1792925317.1848419
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1793789317.1848419
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8844
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GSSoC Pr Tracker by @itzprodhosh | Stardance
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itzprodhosh
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1
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4.0
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21
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T18:07:42Z", "hours": 4.0, "multiplier": 11.69, "payout": 21, "blessing": "neutral", "text": "Developed a community platform used by 1500+ contributors to track GSSoC participation through real-time pull request analytics, scoring breakdowns, and ranking updates. The system aggregates GitHub activity, calculates contribution scores based on official labeling rules, and provides personalized dashboards with automated email notifications. Achieved 80+ Github stars and 4.7/5 rating. Key Features: Contributor and mentor tracking dashboards, automated PR scoring engine, GitHub API integration, contribution analytics and charts, rank monitoring, score history tracking, email alert subscriptions, leaderboard insights, and responsive real-time data visualization. Tech Stack: Next.js 15, TypeScript, Recharts, Framer Motion, GitHub API, Nodemailer, Vercel", "repo": "https://github.com/PRODHOSH/gssoc-tracker", "demo": "https://gssoc-tracker.vercel.app"}]...
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[{"post_id": 11423, "ts": "202 [{"post_id": 11423, "ts": "2026-06-18T18:05:25Z", "hours": 1.4994, "text": "brought in some more cool features have around 2000+ users using this tool. got around 80+ stars and received a very positive feedback of 4.7/5.0 stars. contains email alerts thru smtp, latest to the gssoc formulas"}, {"post_id": 3291, "ts": "2026-06-06T04:39:20Z", "hours": 2.1533, "text": "cooking up the gssoc tracker!"}]...
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Title: GSSoC Pr Tracker by @itzprodhosh | Stardanc Title: GSSoC Pr Tracker by @itzprodhosh | Stardance
Devlogs:
cooking up the gssoc tracker!
brought in some more cool features have around 2000+ users using this tool. got around 80+ stars and received a very positive feedback of 4.7/5.0 stars. contains email alerts thru smtp, latest to the gssoc formulas
Ships:
Developed a community platform used by 1500+ contributors to track GSSoC participation through real-time pull request analytics, scoring breakdowns, and ranking updates. The system aggregates GitHub activity, calculates contribution scores based on official labeling rules, and provides personalized dashboards with automated email notifications. Achieved 80+ Github stars and 4.7/5 rating. Key Features: Contributor and mentor tracking dashboards, automated PR scoring engine, GitHub API integration, contribution analytics and charts, rank monitoring, score history tracking, email alert subscriptions, leaderboard insights, and responsive real-time data visualization. Tech Stack: Next.js 15, TypeScript, Recharts, Framer Motion, GitHub API, Nodemailer, Vercel...
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1793289201.4266362
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1793375601.4266362
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8845
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My awesome macropad! by @yellowissuchanoverratedco My awesome macropad! by @yellowissuchanoverratedcolor | Stardance...
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yellowissuchanoverratedcolor
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @yellowissuchanover Title: My awesome macropad! by @yellowissuchanoverratedcolor | Stardance...
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1792727478.1707373
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1793332278.1707373
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8846
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Untitled by @moayedjouini | Stardance
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moayedjouini
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @moayedjouini | Stardance
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1793202896.6748343
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1793807696.6748343
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8847
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Chetngbel ARG by @ThatFairyFijia | Stardance
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ThatFairyFijia
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0
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1.49
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0
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[]
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[{"post_id": 3832, "ts": "2026 [{"post_id": 3832, "ts": "2026-06-06T21:50:36Z", "hours": 0.7119, "text": "Learned more about JavaScript events and using it to manipulate styles, as well as implementing that to make the ARG hotel website more robust. I made a few furniture models in Blender, then imported them into the game and decorated a bit. I also made more notes for the storytelling aspect. My next move is to make more notes and learn how to make the player’s cursor direct their vision. I also wanna start making instagram accounts for each character and start hinting to the ARG sites in-game."}, {"post_id": 3206, "ts": "2026-06-06T01:12:48Z", "hours": 0.7772, "text": "I STARTED MY FIRST ARG :DDD What I did first was write out some character-written notes to help me figure out how the storyline would flow. I also coded a website for the liminal hotel that’s gonna be in-game as a type of Easter egg."}]...
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Title: Chetngbel ARG by @ThatFairyFijia | Stardanc Title: Chetngbel ARG by @ThatFairyFijia | Stardance
Devlogs:
I STARTED MY FIRST ARG :DDD What I did first was write out some character-written notes to help me figure out how the storyline would flow. I also coded a website for the liminal hotel that’s gonna be in-game as a type of Easter egg.
Learned more about JavaScript events and using it to manipulate styles, as well as implementing that to make the ARG hotel website more robust. I made a few furniture models in Blender, then imported them into the game and decorated a bit. I also made more notes for the storytelling aspect. My next move is to make more notes and learn how to make the player’s cursor direct their vision. I also wanna start making instagram accounts for each character and start hinting to the ARG sites in-game....
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1793371911.9278548
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1793976711.9278548
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8848
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My first slack bot! by @sara_comandini | Stardance
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sara_comandini
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @sara_comandini | St Title: My first slack bot! by @sara_comandini | Stardance...
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1793260354.9706764
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1793865154.9706764
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8849
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BSPrep by @itzprodhosh | Stardance
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itzprodhosh
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T05:13:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built BSPrep, an all-in-one portal for IIT Madras BS Degree students. The platform centralizes academic resources, course information, and student tools in a single dashboard. I implemented authentication, student profiles, resource management, and a responsive interface using a modern full-stack architecture. One challenge was designing a scalable database structure while keeping the user experience simple and fast. I’m proud of creating a platform tailored specifically for IITM BS students and laying the foundation for future features such as AI-powered preparation tools, progress tracking, and personalized recommendations. To test the project, sign up with an account, explore the dashboard, browse available resources, and navigate through the student portal features. Feedback on usability, performance, and missing features is welcome.", "repo": "https://github.com/PRODHOSH/bs-prep", "demo": "http://bsprep.in"}]...
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[{"post_id": 3302, "ts": "2026 [{"post_id": 3302, "ts": "2026-06-06T05:05:53Z", "hours": 1.1928, "text": "Checkout my project BSPrep Student led platform"}]...
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Title: BSPrep by @itzprodhosh | Stardance
Devlogs Title: BSPrep by @itzprodhosh | Stardance
Devlogs:
Checkout my project BSPrep Student led platform
Ships:
Built BSPrep, an all-in-one portal for IIT Madras BS Degree students. The platform centralizes academic resources, course information, and student tools in a single dashboard. I implemented authentication, student profiles, resource management, and a responsive interface using a modern full-stack architecture. One challenge was designing a scalable database structure while keeping the user experience simple and fast. I’m proud of creating a platform tailored specifically for IITM BS students and laying the foundation for future features such as AI-powered preparation tools, progress tracking, and personalized recommendations. To test the project, sign up with an account, explore the dashboard, browse available resources, and navigate through the student portal features. Feedback on usability, performance, and missing features is welcome....
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1793300066.8980238
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1793386466.8980238
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8850
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moayed-game by @moayed_jouini | Stardance
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moayed_jouini
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0
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0.0
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0
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[]
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[{"post_id": 3016, "ts": "2026 [{"post_id": 3016, "ts": "2026-06-05T22:53:12Z", "hours": 0.0, "text": "that’s crazy to see my work in 1h"}]...
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Title: moayed-game by @moayed_jouini | Stardance
Title: moayed-game by @moayed_jouini | Stardance
Devlogs:
that’s crazy to see my work in 1h...
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1792752632.0147102
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1793357432.0147102
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