|
10051
|
My awesome macropad! by @iliya28 | Stardance
|
iliya28
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @iliya28 | Stardanc Title: My awesome macropad! by @iliya28 | Stardance...
|
1793152435.726212
|
1793757235.726212
|
|
10052
|
Sat_Snather by @shaunthepyro | Stardance
|
shaunthepyro
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T21:06:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I mad the circuit for a Satellite trscker. Btu need hardwre to buildwhich is a RTL SDR v4 and a esp32 CYD. I am sure this pCB works after simulations.", "repo": "https://github.com/shaunupi123/SatSnatcher", "demo": ""}]...
|
[{"post_id": 3770, "ts": "2026 [{"post_id": 3770, "ts": "2026-06-06T20:23:07Z", "hours": 0.6908, "text": "I am working on a satellite tracker which can listen to down link of satellites by using a pi pico to change position of a Yagi antenna using servos which will be turned based on the Azimuth and elevation of the satellite I can get from the Orbitron satellite TLE database"}]...
|
Title: Sat_Snather by @shaunthepyro | Stardance
D Title: Sat_Snather by @shaunthepyro | Stardance
Devlogs:
I am working on a satellite tracker which can listen to down link of satellites by using a pi pico to change position of a Yagi antenna using servos which will be turned based on the Azimuth and elevation of the satellite I can get from the Orbitron satellite TLE database
Ships:
I mad the circuit for a Satellite trscker. Btu need hardwre to buildwhich is a RTL SDR v4 and a esp32 CYD. I am sure this pCB works after simulations....
|
1793325352.5088687
|
1793411752.5088687
|
|
10053
|
Desktop Wind Tunnel by @dxnkey | Stardance
|
dxnkey
|
1
|
17.68
|
78
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T03:39:40Z", "hours": 16.0, "multiplier": 5.0, "payout": 78, "blessing": "neutral", "text": "I made a Desktop Wind Tunnel that lets you test any household object’s aerodynamic components or display your hot wheels/scaled car models. I designed this to be easily assembled without nuts or bolts, meaning I had to create a clean click and connect system for each and every part. I’m so proud and happy that I was able to get all the tolerances down and actually build it so the airflow is easy to visualize. It looks SO cool, especially with the sunset lamp on top. My github repository has a very clear walkthrough of how to build this and with some perseverance, you can get your own wind tunnel built in one day!", "repo": "https://github.com/guptaronav/wind-tunnel-controller", "demo": ""}]...
|
[{"post_id": 21843, "ts": "202 [{"post_id": 21843, "ts": "2026-07-03T23:50:02Z", "hours": 1.6778, "text": "Devlog #6 – Desktop Wind Tunnel I decided to start on V2, so I designed a better test chamber that’s 150% of the V1 size and has an L-shaped plexiglass cover for a sleeker design. I also smoothed the interior for better airflow, removing any lips or extrusions that were previously interfering."}, {"post_id": 14134, "ts": "2026-06-23T03:35:12Z", "hours": 0.3525, "text": "Devlog #5 – Desktop Wind Tunnel I didn’t change much, but debugged an issue with the mph knob display update where the float value wasn’t displaying on the knob properly."}, {"post_id": 14051, "ts": "2026-06-23T01:07:35Z", "hours": 1.235, "text": "Devlog #4 – Desktop Wind Tunnel After the completion of V1, I went in and polished the firmware to look more like the 64 Windsible, so rather than displaying 100%, it’ll say 250 mph. This makes the tunnel more fun and gives the user an understanding of what speed the test object would be moving at. I updated the repository to have the CAD files and a better README. I also rewired the circuit to remove the breadboard entirely, making it easier to embed in V2. My next steps are to ship V1 in hopes of going to Outpost and start V2 sometime next week."}, {"post_id": 13426, "ts": "2026-06-21T23:58:12Z", "hours": 10.5639, "text": "Devlog #3 – Desktop Wind Tunnel V1 is done! Unfortunately, my lapse with the slicing, cleaning, and assembly got corrupted, but over these past 2 weeks, I was able to get all parts printed, assembled, and tested. The tunnel runs end to end with the mist maker producing visible flow and the knob controller driving the fan. Testing surfaced a few clear improvements for V2: the diffuser fan needs screw mounts (not secure enough right now), the test section could use a visual renovation (IB: 64 Windsible), and all the electronics need a proper enclosure rather than sitting loose."}, {"post_id": 5939, "ts": "2026-06-09T22:44:01Z", "hours": 2.4867, "text": "Devlog #2 – Desktop Wind Tunnel I printed and assembled the test chamber, which is where the test objects sit. I also had to cut acrylic/plexiglass windows to keep the test object visible while having the test chamber sealed for the airstream to flow properly."}, {"post_id": 5185, "ts": "2026-06-08T21:37:43Z", "hours": 1.5928, "text": "Devlog #1 – Desktop Wind Tunnel Hi everyone! For those who don’t know, a wind tunnel is a device used to study aerodynamics by passing a controlled airstream over test objects. My goal is to create a fully 3D-printed wind tunnel that’s easy to assemble and doesn’t require hardware like nuts and bolts. So far, I’ve made a 3D-printed mist maker that sits at the inlet, allowing you to actually visualize the airflow as it moves through the tunnel. It looks SUPER cool when flowing around test objects like Hot Wheels cars! The fan driving the airstream is a Noctua NF-R8 redux-1800, a 4-pin PWM fan that runs on 12V. PWM control allows precise adjustment of the airflow speed. To control the fan, I’ve built a dedicated electronics controller based on an ESP32, and I plan to integrate everything into the 3D-printed enclosure for a clean, sleek final design."}]...
|
Title: Desktop Wind Tunnel by @dxnkey | Stardance
Title: Desktop Wind Tunnel by @dxnkey | Stardance
Devlogs:
Devlog #1 – Desktop Wind Tunnel Hi everyone! For those who don’t know, a wind tunnel is a device used to study aerodynamics by passing a controlled airstream over test objects. My goal is to create a fully 3D-printed wind tunnel that’s easy to assemble and doesn’t require hardware like nuts and bolts. So far, I’ve made a 3D-printed mist maker that sits at the inlet, allowing you to actually visualize the airflow as it moves through the tunnel. It looks SUPER cool when flowing around test objects like Hot Wheels cars! The fan driving the airstream is a Noctua NF-R8 redux-1800, a 4-pin PWM fan that runs on 12V. PWM control allows precise adjustment of the airflow speed. To control the fan, I’ve built a dedicated electronics controller based on an ESP32, and I plan to integrate everything into the 3D-printed enclosure for a clean, sleek final design.
Devlog #2 – Desktop Wind Tunnel I printed and assembled the test chamber, which is where the test objects sit. I also had to cut acrylic/plexiglass windows to keep the test object visible while having the test chamber sealed for the airstream to flow properly.
Devlog #3 – Desktop Wind Tunnel V1 is done! Unfortunately, my lapse with the slicing, cleaning, and assembly got corrupted, but over these past 2 weeks, I was able to get all parts printed, assembled, and tested. The tunnel runs end to end with the mist maker producing visible flow and the knob controller driving the fan. Testing surfaced a few clear improvements for V2: the diffuser fan needs screw mounts (not secure enough right now), the test section could use a visual renovation (IB: 64 Windsible), and all the electronics need a proper enclosure rather than sitting loose.
Devlog #4 – Desktop Wind Tunnel After the completion of V1, I went in and polished the firmware to look more like the 64 Windsible, so rather than displaying 100%, it’ll say 250 mph. This makes the tunnel more fun and gives the user an understanding of what speed the test object would be moving at. I updated the repository to have the CAD files and a better README. I also rewired the circuit to remove the breadboard entirely, making it easier to embed in V2. My next steps are to ship V1 in hopes of going to Outpost and start V2 sometime next week.
Devlog #5 – Desktop Wind Tunnel I didn’t change much, but debugged an issue with the mph knob display update where the float value wasn’t displaying on the knob properly.
Devlog #6 – Desktop Wind Tunnel I decided to start on V2, so I designed a better test chamber that’s 150% of the V1 size and has an L-shaped plexiglass cover for a sleeker design. I also smoothed the interior for better airflow, removing any lips or extrusions that were previously interfering.
Ships:
I made a Desktop Wind Tunnel that lets you test any household object’s aerodynamic components or display your hot wheels/scaled car models. I designed this to be easily assembled without nuts or bolts, meaning I had to create a clean click and connect system for each and every part. I’m so proud and happy that I was able to get all the tolerances down and actually build it so the airflow is easy to visualize. It looks SO cool, especially with the sunset lamp on top. My github repository has a very clear walkthrough of how to build this and with some perseverance, you can get your own wind tunnel built in one day!...
|
1793281742.9423559
|
1793368142.9423559
|
|
10054
|
A stock market simulator by @F1re_st0rm | Stardanc A stock market simulator by @F1re_st0rm | Stardance...
|
F1re_st0rm
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T12:20:48Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a stock market simulator. I built it in c++ and it aims to simulate a stock market using Agents which can generate orders that are executed. It is a fairly static project, where key resources and constants are determined before compiling by the user, and the main goal is to generate csv files of data which can be processed and analyzed. I encourage you to play around with the figures in config.h in order to see what different values do with the simulator. To use this, due to the lack of other options, you must download and compile the repo locally.", "repo": "https://github.com/D4rshSh4h/stock_sim", "demo": "https://github.com/D4rshSh4h/stock_sim/releases/tag/V1"}]...
|
[{"post_id": 39438, "ts": "202 [{"post_id": 39438, "ts": "2026-08-02T12:01:30Z", "hours": 0.3111, "text": "Cleaned up code and ran some final tests"}, {"post_id": 38347, "ts": "2026-07-31T18:05:46Z", "hours": 4.3483, "text": "Finished DCF model Finally finished making somewhat intelligent agents which use the dcf model in order to make trades Added a world and company class –> They generate interest rates and FCF earnings respectively This info then gets fed into the agent context window (ctx) The agent then uses the DCF formula to make a trade Works (fairly) well"}, {"post_id": 29481, "ts": "2026-07-16T13:36:16Z", "hours": 3.0642, "text": "More Complex Structures Added a world and a company class: World: Mimics a financial world, which has a business cycle and interest rates which follow a sinusodial pattern Company: Uses the info in the world class to generate mock earnings. All this info will be needed in order for agents to be able to use the DCF model to trade better."}, {"post_id": 19385, "ts": "2026-06-30T17:58:50Z", "hours": 0.7444, "text": "What is value? One of the most common ways to determine the value of a company is to use a discounted cash flow model (DCF). This is what the new agents will be using to trade. Implementing this first requires an extension of the simulator I’ve created. A company and a world class will be created where various items (such as earnings and interest rates) will be set and allowed to flow to the simulator class. After that, agent will use a DCF model to determine if the stock is worth buying or not. Coming Soon (hopefully in the next 2 weeks)"}, {"post_id": 8103, "ts": "2026-06-13T15:00:24Z", "hours": 0.6133, "text": "Documented most of my code (Just wanted to clear it up before I go on a break for a bit) -Planning many new features when I get back"}, {"post_id": 8046, "ts": "2026-06-13T12:48:50Z", "hours": 0.8364, "text": "Cleaned up code for GitHub and added a Readme (finally). Still working on documentation and better comments but at least now it looks presentable on Github"}]...
|
Title: A stock market simulator by @F1re_st0rm | S Title: A stock market simulator by @F1re_st0rm | Stardance
Devlogs:
Cleaned up code for GitHub and added a Readme (finally). Still working on documentation and better comments but at least now it looks presentable on Github
Documented most of my code (Just wanted to clear it up before I go on a break for a bit) -Planning many new features when I get back
What is value? One of the most common ways to determine the value of a company is to use a discounted cash flow model (DCF). This is what the new agents will be using to trade. Implementing this first requires an extension of the simulator I’ve created. A company and a world class will be created where various items (such as earnings and interest rates) will be set and allowed to flow to the simulator class. After that, agent will use a DCF model to determine if the stock is worth buying or not. Coming Soon (hopefully in the next 2 weeks)
More Complex Structures Added a world and a company class: World: Mimics a financial world, which has a business cycle and interest rates which follow a sinusodial pattern Company: Uses the info in the world class to generate mock earnings. All this info will be needed in order for agents to be able to use the DCF model to trade better.
Finished DCF model Finally finished making somewhat intelligent agents which use the dcf model in order to make trades Added a world and company class –> They generate interest rates and FCF earnings respectively This info then gets fed into the agent context window (ctx) The agent then uses the DCF formula to make a trade Works (fairly) well
Cleaned up code and ran some final tests
Ships:
This is a stock market simulator. I built it in c++ and it aims to simulate a stock market using Agents which can generate orders that are executed. It is a fairly static project, where key resources and constants are determined before compiling by the user, and the main goal is to generate csv files of data which can be processed and analyzed. I encourage you to play around with the figures in config.h in order to see what different values do with the simulator. To use this, due to the lack of other options, you must download and compile the repo locally....
|
1793271090.0961635
|
1793357490.0961635
|
|
10055
|
My first slack bot! by @amenemisa | Stardance
|
amenemisa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @amenemisa | Stardan Title: My first slack bot! by @amenemisa | Stardance...
|
1793458494.735243
|
1794063294.735243
|
|
10056
|
My first slack bot! by @AshV | Stardance
|
AshV
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @AshV | Stardance
|
1793296427.3256817
|
1793901227.3256817
|
|
10057
|
Nyx by @babali | Stardance
|
babali
|
0
|
1.07
|
0
|
[]
|
[{"post_id": 3793, "ts": "2026 [{"post_id": 3793, "ts": "2026-06-06T20:54:36Z", "hours": 1.0722, "text": "Nyx — Dev Log Date: 2026-06-06 Time: ~5+ hours Focus: Backend architecture, system boundaries, documentation Use of Ai: Only used to polish the devlog from my drafts. Summary This session was split into two parts: ~4+ hours: architectural thinking (partially unrecorded due to lapse) ~1 hour: Markdown documentation and formalization The main output was system design, not implementation. Phase 1 — Architecture (~4+ hours, partially lost) Designed Nyx as a Spring Boot backend with strict epistemic constraints. Key decisions: Backend is the authoritative system layer Frontend is read-only Domain-first structure replaces controller/service/repo layering Core entities: location index snapshot comparison Epistemic boundary defined Nyx only: derives normalized light indices from satellite data performs comparative geographic reasoning maps to heuristic scales produces order-of-magnitude outputs Nyx does NOT: simulate sky conditions predict human perception output observational truth System design additions PostgreSQL + PostGIS persistence layer Flyway migrations JPA/Hibernate ORM Event-driven pipeline (replacing PipelineRunner) Observability (metrics, tracing, logging) Security layer (rate limiting, API keys) Phase 2 — Documentation (~1 hour) Converted design into structured Markdown system. Added: CLAIM_CHARTER METHODOLOGY DATA_SOURCES LIMITATIONS GLOSSARY ONTOLOGY VALIDATION Architecture decisions: ADR system introduced OpenAPI-first API design Domain-driven backend structure finalized Infrastructure + deployment roadmap defined Outcome Nyx now has: Spring Boot backend architecture strict claim boundary system domain-first design event-driven pipeline plan persistence + infrastructure design full documentation framework Next steps Scaffold backend project Implement ClaimGuard Define OpenAPI spec Build persistence layer Start ADR-001"}]...
|
Title: Nyx by @babali | Stardance
Devlogs:
Nyx — Title: Nyx by @babali | Stardance
Devlogs:
Nyx — Dev Log Date: 2026-06-06 Time: ~5+ hours Focus: Backend architecture, system boundaries, documentation Use of Ai: Only used to polish the devlog from my drafts. Summary This session was split into two parts: ~4+ hours: architectural thinking (partially unrecorded due to lapse) ~1 hour: Markdown documentation and formalization The main output was system design, not implementation. Phase 1 — Architecture (~4+ hours, partially lost) Designed Nyx as a Spring Boot backend with strict epistemic constraints. Key decisions: Backend is the authoritative system layer Frontend is read-only Domain-first structure replaces controller/service/repo layering Core entities: location index snapshot comparison Epistemic boundary defined Nyx only: derives normalized light indices from satellite data performs comparative geographic reasoning maps to heuristic scales produces order-of-magnitude outputs Nyx does NOT: simulate sky conditions predict human perception output observational truth System design additions PostgreSQL + PostGIS persistence layer Flyway migrations JPA/Hibernate ORM Event-driven pipeline (replacing PipelineRunner) Observability (metrics, tracing, logging) Security layer (rate limiting, API keys) Phase 2 — Documentation (~1 hour) Converted design into structured Markdown system. Added: CLAIM_CHARTER METHODOLOGY DATA_SOURCES LIMITATIONS GLOSSARY ONTOLOGY VALIDATION Architecture decisions: ADR system introduced OpenAPI-first API design Domain-driven backend structure finalized Infrastructure + deployment roadmap defined Outcome Nyx now has: Spring Boot backend architecture strict claim boundary system domain-first design event-driven pipeline plan persistence + infrastructure design full documentation framework Next steps Scaffold backend project Implement ClaimGuard Define OpenAPI spec Build persistence layer Start ADR-001...
|
1793458326.9469614
|
1794063126.9469614
|
|
10058
|
Atomo-Mini by @florian | Stardance
|
florian
|
0
|
17.9
|
0
|
[]
|
[{"post_id": 49536, "ts": "202 [{"post_id": 49536, "ts": "2026-08-18T12:37:56Z", "hours": 0.2886, "text": "I finished my weather carrot. I will now try to get it printed to put the tech in to get some data. W"}, {"post_id": 48962, "ts": "2026-08-17T15:21:41Z", "hours": 6.5, "text": "here is the first design that i can stack together. I plan do use a thread so I can screw them together. SO wind or heavy rain can not shake it apart :)"}, {"post_id": 47119, "ts": "2026-08-14T19:28:20Z", "hours": 9.5417, "text": "All parts arrived and I am currently working on a 3D model for the case so the components are safe from the weather and where they can get the data without any influence. This is what I use as Inspiration. <3"}, {"post_id": 4101, "ts": "2026-06-07T09:18:59Z", "hours": 1.265, "text": "I ordered new parts so now the weather station can run on its own👾"}, {"post_id": 3741, "ts": "2026-06-06T19:43:57Z", "hours": 0.3031, "text": "Das sind alle Komponenten bis jetzt. Ich hoffe aber den Arduino durch einen Esp32 ersetzten zu können"}]...
|
Title: Atomo-Mini by @florian | Stardance
Devlogs Title: Atomo-Mini by @florian | Stardance
Devlogs:
Das sind alle Komponenten bis jetzt. Ich hoffe aber den Arduino durch einen Esp32 ersetzten zu können
I ordered new parts so now the weather station can run on its own👾
All parts arrived and I am currently working on a 3D model for the case so the components are safe from the weather and where they can get the data without any influence. This is what I use as Inspiration. <3
here is the first design that i can stack together. I plan do use a thread so I can screw them together. SO wind or heavy rain can not shake it apart :)
I finished my weather carrot. I will now try to get it printed to put the tech in to get some data. W...
|
1792914893.7911572
|
1793778893.7911572
|
|
10059
|
My awesome macropad! by @Samarth_Jain | Stardance
|
Samarth_Jain
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Samarth_Jain | Sta Title: My awesome macropad! by @Samarth_Jain | Stardance...
|
1793285448.0484035
|
1793890248.0484035
|
|
10060
|
Mini MLP by @Vineet-K | Stardance
|
Vineet-K
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Mini MLP by @Vineet-K | Stardance
|
1793188215.0317264
|
1793793015.0317264
|
|
10061
|
TalentCruiter by @rosandrox | Stardance
|
rosandrox
|
1
|
0.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T20:50:54Z", "hours": 0.0, "multiplier": 1.64, "payout": 2, "blessing": "neutral", "text": "Hey everyone! I just shipped my first real production app, TalentCruiter, and I wanted to share the story behind it. Honestly, the whole thing took me about two hours total. But the first hour was just me sitting there, completely blank, brainstorming what to do. I had very limited project experience and looking at massive ideas felt intimidating. I wanted to build something approachable for a beginner, but something that would actually be useful to real people. Then it hit me. I remembered watching a close friend of mine who works in HR navigate the exhausting daily grind of recruiting. They were spending hours bouncing around platforms like LinkedIn, tracking people, and trying to network. LinkedIn is efficient, but it has one massive flaw: it’s totally cut off from where the actual team hangs out. They were constantly context-switching between corporate browsers and internal Slack channels, losing track of details and burning precious time. At least thats how I see it (I am still 15yrs old so that all is still kind of difficul for me to fully comprehend) I thought… why force recruiters to leave the virtual office when we could just bring the database straight to their chat bar? Once that clicked, I locked in and wrote the entire script in an hour flat. 🛠️ TalentCruiter is a Slack-native talent engine. Instead of messy spreadsheets, you just type commands like /talent-iknow or /talent-find straight into the chat bar, and it handles everything using a fast SQLite database in the background. The biggest win for me was the deployment. It’s officially detached from my laptop and running 24/7 on a remote Linux server via systemd, meaning it handles crashes and server reboots completely on its own. Huge thanks to Hack Club for the server guides and the constant motivation to just sit down and start shipping. Check out the code here: https://github.com/prodevmod/TalentCruiter Code is clean, database is fast, bot is running! Let me know what you think!", "repo": "https://github.com/prodevmod/TalentCruiter", "demo": "https://hackclub.enterprise.slack.com/archives/C0BAVVCBQTD"}]...
|
[{"post_id": 10165, "ts": "202 [{"post_id": 10165, "ts": "2026-06-16T19:39:43Z", "hours": 0.2, "text": "Almost There!!"}]...
|
Title: TalentCruiter by @rosandrox | Stardance
De Title: TalentCruiter by @rosandrox | Stardance
Devlogs:
Almost There!!
Ships:
Hey everyone! I just shipped my first real production app, TalentCruiter, and I wanted to share the story behind it. Honestly, the whole thing took me about two hours total. But the first hour was just me sitting there, completely blank, brainstorming what to do. I had very limited project experience and looking at massive ideas felt intimidating. I wanted to build something approachable for a beginner, but something that would actually be useful to real people. Then it hit me. I remembered watching a close friend of mine who works in HR navigate the exhausting daily grind of recruiting. They were spending hours bouncing around platforms like LinkedIn, tracking people, and trying to network. LinkedIn is efficient, but it has one massive flaw: it’s totally cut off from where the actual team hangs out. They were constantly context-switching between corporate browsers and internal Slack channels, losing track of details and burning precious time. At least thats how I see it (I am still 15yrs old so that all is still kind of difficul for me to fully comprehend) I thought… why force recruiters to leave the virtual office when we could just bring the database straight to their chat bar? Once that clicked, I locked in and wrote the entire script in an hour flat. 🛠️ TalentCruiter is a Slack-native talent engine. Instead of messy spreadsheets, you just type commands like /talent-iknow or /talent-find straight into the chat bar, and it handles everything using a fast SQLite database in the background. The biggest win for me was the deployment. It’s officially detached from my laptop and running 24/7 on a remote Linux server via systemd, meaning it handles crashes and server reboots completely on its own. Huge thanks to Hack Club for the server guides and the constant motivation to just sit down and start shipping. Check out the code here: https://github.com/prodevmod/TalentCruiter Code is clean, database is fast, bot is running! Let me know what you think!...
|
1793472964.6759877
|
1793559364.6759877
|
|
10062
|
My awesome macropad! by @boston_hc | Stardance
|
boston_hc
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @boston_hc | Starda Title: My awesome macropad! by @boston_hc | Stardance...
|
1793393594.7113373
|
1793998394.7113373
|
|
10063
|
Slack Bot by @Lunixx | Stardance
|
Lunixx
|
1
|
3.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T22:34:29Z", "hours": 3.0, "multiplier": 1.75, "payout": 3, "blessing": "neutral", "text": "I made a slack bot :D learned a lot about VS code and slack. I’m proud that I didn’t give up even when I wanted to. this has so far been an amazing learning opportunity to get more verse with programming and creating projects. :D", "repo": "https://github.com/jasonweng3141592-pixel/slack_bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BCDTMAHNV"}]...
|
[{"post_id": 9544, "ts": "2026 [{"post_id": 9544, "ts": "2026-06-15T22:27:57Z", "hours": 1.1458, "text": "finally have it running 24/7 :D after restarting."}, {"post_id": 6871, "ts": "2026-06-11T14:58:47Z", "hours": 2.1953, "text": "got the bot to work now I just have to run it on nest :D"}]...
|
Title: Slack Bot by @Lunixx | Stardance
Devlogs:
Title: Slack Bot by @Lunixx | Stardance
Devlogs:
got the bot to work now I just have to run it on nest :D
finally have it running 24/7 :D after restarting.
Ships:
I made a slack bot :D learned a lot about VS code and slack. I’m proud that I didn’t give up even when I wanted to. this has so far been an amazing learning opportunity to get more verse with programming and creating projects. :D...
|
1793404647.956993
|
1793491047.956993
|
|
10064
|
My awesome macropad! by @ishugautam2003 | Stardanc My awesome macropad! by @ishugautam2003 | Stardance...
|
ishugautam2003
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ishugautam2003 | S Title: My awesome macropad! by @ishugautam2003 | Stardance...
|
1793314387.0454512
|
1793919187.0454512
|
|
10065
|
leefy's personal site (with node.js!) by @leef leefy's personal site (with node.js!) by @leefymoon | Stardance...
|
leefymoon
|
0
|
8.44
|
0
|
[]
|
[{"post_id": 13531, "ts": "202 [{"post_id": 13531, "ts": "2026-06-22T04:36:27Z", "hours": 1.2431, "text": "rewrote the blog post to work with the json file! take a look at the code!"}, {"post_id": 13474, "ts": "2026-06-22T02:06:13Z", "hours": 3.3589, "text": "put my blog posts into a json and created the blog page and rss feed using the json! now i need to make a script that formats the date for the rss feed when posting new blogs…"}, {"post_id": 5449, "ts": "2026-06-09T07:25:39Z", "hours": 1.3492, "text": "made a blog post maker! honestly was a ton easier than i thought it would be :]"}, {"post_id": 5421, "ts": "2026-06-09T05:43:33Z", "hours": 0.4078, "text": "phew,, more madness with the date for lastfm scrobbles LOL reworked it so it checks for the now playing property in the json response, but defaults to the date if it doesn’t have it. i don’t know WHY that took me sooooo long 3:"}, {"post_id": 3915, "ts": "2026-06-07T01:01:42Z", "hours": 0.3089, "text": "discovered that if you’re actively scrobbling a track for lastfm then there’s no date! had to fix that one lol"}, {"post_id": 3906, "ts": "2026-06-07T00:41:42Z", "hours": 0.3, "text": "tweaked the design of the what’s new section ^^ (might add this change to my actual site)"}, {"post_id": 3784, "ts": "2026-06-06T20:47:01Z", "hours": 0.4883, "text": "widget is done AND styled yay!!! time for a gaming break :3"}, {"post_id": 3745, "ts": "2026-06-06T19:50:38Z", "hours": 0.585, "text": "widget is made!! time to style it :3"}, {"post_id": 3699, "ts": "2026-06-06T19:09:50Z", "hours": 0.3986, "text": "currently making a new widget to show my most recent track on last.fm… (ignore most of the code, stole it from my other lastfm script lol)"}]...
|
Title: leefy's personal site (with node.js!) b Title: leefy's personal site (with node.js!) by @leefymoon | Stardance
Devlogs:
currently making a new widget to show my most recent track on last.fm… (ignore most of the code, stole it from my other lastfm script lol)
widget is made!! time to style it :3
widget is done AND styled yay!!! time for a gaming break :3
tweaked the design of the what’s new section ^^ (might add this change to my actual site)
discovered that if you’re actively scrobbling a track for lastfm then there’s no date! had to fix that one lol
phew,, more madness with the date for lastfm scrobbles LOL reworked it so it checks for the now playing property in the json response, but defaults to the date if it doesn’t have it. i don’t know WHY that took me sooooo long 3:
made a blog post maker! honestly was a ton easier than i thought it would be :]
put my blog posts into a json and created the blog page and rss feed using the json! now i need to make a script that formats the date for the rss feed when posting new blogs…
rewrote the blog post to work with the json file! take a look at the code!...
|
1793443987.6542282
|
1794048787.6542282
|
|
10066
|
Hangman game by @Abrowny2944 | Stardance
|
Abrowny2944
|
1
|
0.42
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T19:08:36Z", "hours": 0.0, "multiplier": 2.57, "payout": 1, "blessing": "neutral", "text": "I made a hangman game that uses a combination of html css and JavaScript. The hardest part was the JavaScript because it was my first time using it.", "repo": "https://github.com/Abrowny2944/Hangman-game", "demo": "https://abrowny2944.neocities.org/hangman"}]...
|
[{"post_id": 4602, "ts": "2026 [{"post_id": 4602, "ts": "2026-06-07T23:25:00Z", "hours": 0.4158, "text": "Updated styling of the webpage and word list."}, {"post_id": 4422, "ts": "2026-06-07T19:01:53Z", "hours": 0.3058, "text": "Added text box, submit button, and display"}]...
|
Title: Hangman game by @Abrowny2944 | Stardance
D Title: Hangman game by @Abrowny2944 | Stardance
Devlogs:
Added text box, submit button, and display
Updated styling of the webpage and word list.
Ships:
I made a hangman game that uses a combination of html css and JavaScript. The hardest part was the JavaScript because it was my first time using it....
|
1793282239.2348182
|
1793368639.2348182
|
|
10067
|
Nasa Orbit Tracker by @Eclipse | Stardance
|
Eclipse
|
1
|
3.0
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:33:21Z", "hours": 3.0, "multiplier": 9.65, "payout": 30, "blessing": "neutral", "text": "I made a terminal-based NASA Orbit Tracker that pulls live telemetry data from NASA’s Near-Earth Object REST API to scan the sky for passing asteroids in our night sky. (Tho it only works for Earth, so sadly aliens won’t be able to try it out 🗿) The biggest challenge was wrestling with deep-nested JSON payloads to pull exact diameter and velocity variables, plus translating boring raw Joules into something dramatic: Hiroshima Atomic Bomb equivalents using classical kinetic energy equations (0.5 * m * v^2). Though it was worth it, not that difficult per se, but something new. Making this project made me revise my dusty python skills that I learnt like 2-3 years ago. I’m proud of hitting a flawless 200 connection status with NASA’s live servers and formatting the terminal loop with clean, custom conditional hazard indicators without any errors (for now, and in future too, hopefully) To test it, clone the repo, drop your NASA API key (or use the DEMO_KEY) into the main.py file, pip install requests, and fire up main.py! And try out thousand different ways Earth could’ve ended. (Just kidding 💀✌🏻)", "repo": "https://github.com/Alchemic-Eclipse/nasa-orbit-tracker", "demo": "https://github.com/Alchemic-Eclipse/nasa-orbit-tracker/releases/tag/v1.0.0"}]...
|
[{"post_id": 4269, "ts": "2026 [{"post_id": 4269, "ts": "2026-06-07T14:56:54Z", "hours": 1.2467, "text": "Day-2 Devlog: NASA Orbit Tracker v1 Completed! . v1 of the program is live on Github. . What I added: Kinetic Energy engine to get the impact energy of the asteroids. . For better comparison, added Hiroshoma Atomic bomb as comparison. . Polished terminal UI controls: Handled inline conditional formatting for real-time hazard flags cleanly and fixed nested string bugs in the terminal loop."}, {"post_id": 4022, "ts": "2026-06-07T05:56:28Z", "hours": 1.8378, "text": "Day-1 Devlog: NASA Orbit Tracker Main Control Flow Established! ☄️ . Spent like 2 hrs setting up the baseline architecture for my project yesterday night. . What I got working: . Connected successfully to the live NASA NEO (Near Earth Object) API with code 200. . Added dynamic date parsing so it queries exactly what is passing our Earth today. . Added custom HTTP error tracking (handling 429 rate limits and server errors professionally (okay maybe not professionally but cleanly 🗿)). . Established the base of an interactive terminal selection loop that lets user pick which specific asteroid they want to audit. . Pushed everything to my GitHub repository with the commit message “Established Control flow”. . . Today, I’ll build the core physics engine and orbital mechanics calculations next, along with completing the interactive terminal..!!"}]...
|
Title: Nasa Orbit Tracker by @Eclipse | Stardance
Title: Nasa Orbit Tracker by @Eclipse | Stardance
Devlogs:
Day-1 Devlog: NASA Orbit Tracker Main Control Flow Established! ☄️ . Spent like 2 hrs setting up the baseline architecture for my project yesterday night. . What I got working: . Connected successfully to the live NASA NEO (Near Earth Object) API with code 200. . Added dynamic date parsing so it queries exactly what is passing our Earth today. . Added custom HTTP error tracking (handling 429 rate limits and server errors professionally (okay maybe not professionally but cleanly 🗿)). . Established the base of an interactive terminal selection loop that lets user pick which specific asteroid they want to audit. . Pushed everything to my GitHub repository with the commit message “Established Control flow”. . . Today, I’ll build the core physics engine and orbital mechanics calculations next, along with completing the interactive terminal..!!
Day-2 Devlog: NASA Orbit Tracker v1 Completed! . v1 of the program is live on Github. . What I added: Kinetic Energy engine to get the impact energy of the asteroids. . For better comparison, added Hiroshoma Atomic bomb as comparison. . Polished terminal UI controls: Handled inline conditional formatting for real-time hazard flags cleanly and fixed nested string bugs in the terminal loop.
Ships:
I made a terminal-based NASA Orbit Tracker that pulls live telemetry data from NASA’s Near-Earth Object REST API to scan the sky for passing asteroids in our night sky. (Tho it only works for Earth, so sadly aliens won’t be able to try it out 🗿) The biggest challenge was wrestling with deep-nested JSON payloads to pull exact diameter and velocity variables, plus translating boring raw Joules into something dramatic: Hiroshima Atomic Bomb equivalents using classical kinetic energy equations (0.5 * m * v^2). Though it was worth it, not that difficult per se, but something new. Making this project made me revise my dusty python skills that I learnt like 2-3 years ago. I’m proud of hitting a flawless 200 connection status with NASA’s live servers and formatting the terminal loop with clean, custom conditional hazard indicators without any errors (for now, and in future too, hopefully) To test it, clone the repo, drop your NASA API key (or use the DEMO_KEY) into the main.py file, pip install requests, and fire up main.py! And try out thousand different ways Earth could’ve ended. (Just kidding 💀✌🏻)...
|
1793256974.641448
|
1793343374.641448
|
|
10068
|
Untitled project by @ | Stardance
|
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ | Stardance
|
1793206268.0056736
|
1793811068.0056736
|
|
10069
|
My first slack bot! by @priya_viswanath_314 | Star My first slack bot! by @priya_viswanath_314 | Stardance...
|
priya_viswanath_314
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T23:01:43Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot that responds to various commands when entered in the Slack app. Some things that were challenging was making sure this were consistent across code and github and also the debugging process. I am proud of finishing my first project. Something to note is that my Slack bot is under FirstProject.", "repo": "https://github.com/pv314-creator/First_Project", "demo": "https://hackclub.enterprise.slack.com/archives/C0BKFNLCL00"}]...
|
[{"post_id": 26284, "ts": "202 [{"post_id": 26284, "ts": "2026-07-11T00:05:34Z", "hours": 0.5581, "text": "Successfully completed my first slack bot project! Learned some basics on authentication, API, asynchronous communication, node and JavaScript, and a bit of cloud. Enjoyed it and looking foward to next project!"}]...
|
Title: My first slack bot! by @priya_viswanath_314 Title: My first slack bot! by @priya_viswanath_314 | Stardance
Devlogs:
Successfully completed my first slack bot project! Learned some basics on authentication, API, asynchronous communication, node and JavaScript, and a bit of cloud. Enjoyed it and looking foward to next project!
Ships:
I made a Slack bot that responds to various commands when entered in the Slack app. Some things that were challenging was making sure this were consistent across code and github and also the debugging process. I am proud of finishing my first project. Something to note is that my Slack bot is under FirstProject....
|
1793271262.8402212
|
1793357662.8402212
|
|
10070
|
My awesome macropad! by @akhsieh | Stardance
|
akhsieh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @akhsieh | Stardanc Title: My awesome macropad! by @akhsieh | Stardance...
|
1793389925.6475413
|
1793994725.6475413
|
|
10071
|
Untitled project by @keventhen4 | Stardance
|
keventhen4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @keventhen4 | Stardance
|
1793360969.8107786
|
1793965769.8107786
|
|
10072
|
Wyxlo by @Blizzy | Stardance
|
Blizzy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Wyxlo by @Blizzy | Stardance
|
1793400670.1436045
|
1794005470.1436045
|
|
10073
|
2a-kernel by @zrl | Stardance
|
zrl
|
0
|
1.8
|
0
|
[]
|
[{"post_id": 4496, "ts": "2026 [{"post_id": 4496, "ts": "2026-06-07T20:33:33Z", "hours": 1.8036, "text": "2a-kernel devlog 1 One day, I do plan on completing this project, however that day is not today I hate android i hate android i hate android kernels i hate kernels This project is a fork of NP2_Kernel by MiguVT. NP2 Kernel is a “toolchain” to compile any android kernel and apply several patches to it such as ReSukiSU (kernelsu) or susfs4ksu . originally, i wanted to have a custom build of my kernel for the express purpose of hiding root to be able to use Revolut. However, I soon realised that Nothing couldn’t give less of a shit in regards to the Phone (2a) in specific. It seems like every other kernel that they’ve open sourced contains some sort of vendor specific patches but not the 2a kernel! If you try and build it, it straight up just won’t build. Me and my friends (that are smarter than me) have tried basically everything to get the kernel to compile. Including waiting >45mins every time we would build for LTO (link time optimizations) to finish on vmlinux.o (which also took up >30GB of ram/swap space). The best part is, the errors would only happen AFTER LTO and if you tried to disable LTO you would get a totally different set of errors! How wonderful. After trying basically everything i decided to give up and just patch my boot image instead, follow a random guide from XDA and now I suddenly have strong integrity again! Hooray! I guess there was no need for a custom kernel in the first place… (btw, the 1.8 hours that i logged do not include compile times. If they would, it would probably be more like 10 hours :3)"}]...
|
Title: 2a-kernel by @zrl | Stardance
Devlogs:
2a- Title: 2a-kernel by @zrl | Stardance
Devlogs:
2a-kernel devlog 1 One day, I do plan on completing this project, however that day is not today I hate android i hate android i hate android kernels i hate kernels This project is a fork of NP2_Kernel by MiguVT. NP2 Kernel is a “toolchain” to compile any android kernel and apply several patches to it such as ReSukiSU (kernelsu) or susfs4ksu . originally, i wanted to have a custom build of my kernel for the express purpose of hiding root to be able to use Revolut. However, I soon realised that Nothing couldn’t give less of a shit in regards to the Phone (2a) in specific. It seems like every other kernel that they’ve open sourced contains some sort of vendor specific patches but not the 2a kernel! If you try and build it, it straight up just won’t build. Me and my friends (that are smarter than me) have tried basically everything to get the kernel to compile. Including waiting >45mins every time we would build for LTO (link time optimizations) to finish on vmlinux.o (which also took up >30GB of ram/swap space). The best part is, the errors would only happen AFTER LTO and if you tried to disable LTO you would get a totally different set of errors! How wonderful. After trying basically everything i decided to give up and just patch my boot image instead, follow a random guide from XDA and now I suddenly have strong integrity again! Hooray! I guess there was no need for a custom kernel in the first place… (btw, the 1.8 hours that i logged do not include compile times. If they would, it would probably be more like 10 hours :3)...
|
1793278400.5045278
|
1793883200.5045278
|
|
10074
|
SCP: Containment Protocol by @Serra00 | Stardance
|
Serra00
|
1
|
83.9
|
335
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T20:22:35Z", "hours": 82.0, "multiplier": 4.21, "payout": 335, "blessing": "neutral", "text": "Only works by creating a server, at the online mode part and doesnt really work the offline part. Github has a lot of code dumps because I have been creating devlogs in here GAME DOESNT WORK WELL IN LINUX, BUT ITS A PROBLEM WITH THE BUILD FROM UNITY GAME ENGINE, PROBABLY SHADERS TOO, IT WORKS BUT LAGGY, PLEASE TRY ON WINDOWS. This game has reached its mvp playable state, at least on my levels. Network was fixed and everything syncs perfectly now, electricity works well, and building works, not well but works. B", "repo": "https://github.com/Serra110/reactor-breach", "demo": "https://serra110.itch.io/reactor-breach"}]...
|
[{"post_id": 73961, "ts": "202 [{"post_id": 73961, "ts": "2026-09-26T12:24:20Z", "hours": 1.8986, "text": "fixed webgl bugs and unity build bugs"}, {"post_id": 70254, "ts": "2026-09-18T20:14:01Z", "hours": 10.6819, "text": "Only works by creating a server, at the online mode part and doesnt really work the offline part. Github has a lot of code dumps because I have been creating devlogs in hereGAME DOESNT WORK WELL IN LINUX, BUT ITS A PROBLEM WITH THE BUILD FROM UNITY GAME ENGINE, PROBABLY SHADERS TOO, IT WORKS BUT LAGGY, PLEASE TRY ON WINDOWS. This game has reached its mvp playable state, at least on my levels. Network was fixed and everything syncs perfectly now, electricity works well, and building works, not well but works."}, {"post_id": 52368, "ts": "2026-08-22T14:12:28Z", "hours": 9.6375, "text": "Project: Core — Devlog 7 nuclear reactor (peak) REACTOR PHYSICS: built a proper six-factor formula model (K_eff = ε·L_f·ρ·L_th·f·η), i have no idea what this means but i saw it in a doc from the USA department of nuclear power or smth. each factor maps to something the player actually controls: rods affect thermal utilization, coolant affects resonance escape + void coefficient, temperature gives Doppler feedback. K_eff > 1 = supercritical, K_eff < 1 = subcritical. this took like 6 iterations to calibrate and a lot of help from AI cause i dont know nuclear physics. DELAYED NEUTRONS: power doesn’t change instantly when you move the rods. THERMAL CHAIN: power heat core temp steam production steam pressure turbine electrical output. nothing happens instantly. SCRAM & SAFETY: auto-SCRAM at temp ≥ 92%, pressure ≥ 95%, coolant ≤ 5%. meltdown at 98% with an 8s grace period. warning states at 75% temp, 70% pressure, 20% coolant. SCRAM drives rods to full insert at 0.3/s (~3s total). the void coefficient is BWR-positive (whatever this means), lose coolant and reactivity spikes before the SCRAM catches it. CONTROLS: SignalLever and SignalButton (more to come) now use the channel system. bidirectional sync, if the reactor changes a channel (SCRAM pushes rods), the lever position updates to match, or it will just break everything. BUGS:lever was so sensitive you could SCRAM by breathing on it. everyhing works but not that well"}, {"post_id": 46360, "ts": "2026-08-13T15:11:12Z", "hours": 10.3275, "text": "Project: Core — Devlog #6 so heres whats happened since devlog 5: the game has people in it now. kind of. MULTIPLAYER (oh god): threw Mirror in and made everything server authoritative. NETWORK PLAYER: movement runs on the server now. the client just sends “m holding W and shift and looking this way 30 times a second and the server does the actual math. sprint works, gravity works. INTERACTION: pressing E shoots the ray on the server now, with a distance check so you cant magnet-fist ores from across the map. HEALTH: health is a SyncVar with a hook so the bar updates everywhere, theres a kill plane and a respawn that resets the controller and velocity instead of leaving you glitching through the floor. Bug fixes: everyone can see the same world now, which is a big one. same bugs as before, just now they happen in two windows at once . current issues: machines still arent really networked yet, NetworkMachine is just the base drill battery, smelter insides and conveyor stuff are still convinced the game is singleplayer. power grid is basically how much power we say we have instead of a real grid, remote players dont have a visible body, building mode is not networked. whats next: machines actually syncing their insides (battery, smelter in/out), remote players getting real bodies and nametags, networking build mode, and probably the nuclear reactor. this game is starting to feel like a game you could play with a friend, which is either great or terrifying."}, {"post_id": 44029, "ts": "2026-08-09T15:13:14Z", "hours": 9.5672, "text": "#Project: Core — Devlog #5 so heres whats happened since devlog 4: INVENTORY (the MARRIAGE): the old and new inventory system finally live together happily SMELTER: turns out the smelter not working was just the inventory hiding things from it. Fixed tho. BUILD MODE (it did literally nothing): found out buildItems was an empty list, so pressing the build key did absolutely nothing except make me feel stupid, istg it had stuff before also the placement key was set to 1 which was fighting with the hotbar, so its back to B. SAVE SYSTEM: inventory was never being saved because the Inventory manager that was supposed to save disappeared. also fixed machineType on the mini drill so machines dont all respawn as the same drill on load. MINI DRILL (quality of life, battery edition): ~5 minutes of drilling. now it works until the battery dies. the UI also shows name + battery. Bug fixes: Everything works better now, still has the same bugs since the last time tho, less severe but still there. current issues: -machine internal state (battery, smelter input/output) –isnt saved yet — position yes, battery no. -building snap is still mid -cables still dont have a real material whats next: conveyors actually moving items visually, nuclear reactors (3.6 Roentgen), proper build UI instead of scroll wheel, and like the game itself. this game is starting to seem like an indie solo game and not an ugly prefabs spam."}, {"post_id": 41499, "ts": "2026-08-05T19:01:38Z", "hours": 9.8056, "text": "Project: Core — Devlog -4 soo things since devlog 3: POWER SYSTEM (ELECTRIC MAYHEM): we finally got electricity theres now a whole eletric system folder with ports, wires, a diesel engine and a battery. the diesel gen vibrates when its running (hu hum it is 48k triangles tho), ports light up when you look at them and you place actual cables by clicking port to port like a real electrician (no cap) also you hold right click on a port to remove a cable (still scared to add a nuclear reactor with these physics but SOMEDAY). Wires: the wire tool had like 30 compile errors because i was using the XOR operator (^) on gameobjects which apparently is not a thing in C# heheheh. then once it compiled the wires just didnt carry power at all. turns out the generator emits its value ONCE on startup before the wire even exists, and then never emits again because “nothing changed”. fixed it by pushing the value when the connection is made instead of waiting for a change. power flows now (i think). Smelter: the smelter works! put stuff in, timer, different stuff comes out. integrates with conveyors so production chains exist now (theoreticaly) drag and drop between inventory and smelter is still a gamble though. Performance patch: game was lagging near the diesel gen and battery. turns out vibrating a mesh with 19.2k vertices every single frame is expensive. cached materials instead of making new ones every frame and stopped writing transform values that never change. also found a real memory leak: wires were subscribing to ports and never unsubscribing, so every destroyed cable was eating the game forever.Bug fixes (the usual): wire tool now auto-creates its temp wire so you dont have to wire up the wire tool to use the wire tool, null checks on everything because apparently i hate myself. current issues:inventory drag is still 50/50 (better odds than a lot of stuff) still two inventory systems coexisting (im scared that if i delete the old one everything will break so ill just make them get married) building snap is still mid. wires look janky and cables dont have a real material yet. whats next:conveyors actually moving items visually, nuclear reactors (the power system is real now so the threat of chernobyl is real), proper build UI instead of scroll wheel making the drag and drop stop being a crying baby every time i fix one thing two more break, but now the electricity works AND the smelter works so my factory is basically a machine of machines. still eating me alive but its loopable."}, {"post_id": 35388, "ts": "2026-07-26T19:09:42Z", "hours": 10.3497, "text": "Project: Core — Devlog #3 (the “nothing works but also everything works” update) so heres whats happened since devlog 2: -Smelter :finally got a smelter working. You put resources in, it processes them, you get a different resource out. its on a timer and integrates with conveyors so you can actually start automating production chains now, the product doesnt really exist yet tho so… took way longer than it shouldve to make something that just… melts stuff too . -Ore Deposits & Regeneration minerals are no longer infinite free real estate. ore deposits now have a set amount and the drill actually depletes them. BUT they regenerate over time so the factory doesnt just die. also made an ore spawner that respawns ores when they get collected so the map doesnt end up empty ( dont have a map yet tho 😭 ) -Inventory Rework (pain) this was the big one. went through like 3 different versions of the inventory system. right now it has: items (ItemSO), Slot UI with drag and dropHotbar (keys 1-9), Toggle with TAB key . honestly the drag and drop is still a bit buggy but it works. the old inventory manager is still there in the background because the save system depends on it and im not touching that yet (maybe never i might just hide the ugly UI and update the old inventory items with the old one) Bug Fixes (the usual): drills spawning in the air instead of on the ground (TRIED fixing but didnt work), storage containers being clickable from across the map (added distance check), ghost buildings having memory leaks from duplicate materials (cached them). its actually starting to feel like a factory game tho :D current issues: inventory drag is 50/50 on whether it decides to cooperate (Gamble 🤑) still two inventory systems coexisting which is terrifying ( inventoryfobia) building snap is still mid ( to be generous) whats next: -conveyors actually moving items visually. -power system (nuclear reactors incoming someday) -proper build UI instead of scroll wheel -getting the inventory to stop being a crying baby. this project is eating me alive daily. every time i fix one thing two more break. but the gameplay loop is actually loopable now so thats something :D"}, {"post_id": 25570, "ts": "2026-07-09T22:05:25Z", "hours": 10.7139, "text": "Project: Core — Devlog #2 (The game finally remembers things.) Since the last devlog, I’ve been focusing less on adding random features and more on building the systems that will actually make the game playable in the long run. What’s New: -Saving & Loading One of the biggest additions is a proper save system. The game now saves: Player position Player rotation Inventory/resources Machines Closing the game no longer means starting from scratch, which is a huge step towards making the game feel like an actual factory game. Main Menu & Game Flow Added: Splah Screen (unity provides it) Main Menu New Game Continue (loads your save) Quit button The inventory system has been reworked and is now integrated with the save system. Resources are properly stored and restored when loading a save, making progression persistent. Mining Drill Improvements The drill animation has been completely redone, and the models aswell: Lowers into the ground. Starts spinning after reaching the surface. Continues drilling while slowly pushing deeper into the ground. (there is also another drill that is limited and another one ilimited) It’s a small detail, but it makes the machine feel much more believable. #General Improvements: Lots of bug fixes. ( now there is only like 14 of them) Cleaner project structure. Better organization of scripts and gameobjects. More preparation for future automation systems. #Current Progress Current gameplay looks something like this: Collect resources, Build machines,Save your progress,Continue expanding your factory The gameplay loop is slowly starting to feel complete, although there’s still a lot to add. What’s Next? turning this from a collection of systems into an actual game. Planned features include: -Resource deposits -Power generation ( YES NUCLEAR REACTORS TOO 🔥) -Factory progression -Better UI ( at least try) -Objectives, quotas and tutorial. -More machines ai workers (bots maybe not ai since i dont want it to be cpu consuming) -Multiplayer (later in development) Current Challenges The biggest challenge isn’t adding features anymore. It’s making all the different systems work together without breaking everything else. Every new feature somehow manages to create two new bugs, which is basically what i am programmed to do atp Overall, I’m really happy with the progress."}, {"post_id": 20350, "ts": "2026-07-01T22:35:06Z", "hours": 9.7589, "text": "Nuclear Factory ChaosDevlog #1 (The first devlog that actually counts) I chose to make this game on unity. What I’ve Done So Far: Player Systems: FPS Movement Frst Person Camera Sprinting Footstep Sounds (running only because of bug) Pause Menu (ESC) Head Bob System (this was a huge pain) Crosshair Interaction: Interaction System (E) Center Raycast System (or whatever the name of this might be) Resources: Collectable Ores Ore Spawner Inventory Manager Inventory UI (simple and ugly for now) Building System: Build Mode (B) Building Rotation (R) Scroll Wheel Building Selection ( only until i make a UI for it) Ghost Buildings Grid Placement System Build Costs Automation: First Mining Drill Automatic Resource Production The player now has a fully functional FPS controller, which is a bit buggy rn but works. Building is the most interactive and important part of the project so far, i made building simple while still feeling satisfying to do it. Resources are now required to construct buildings, creating the first real gameplay loop and there is also a mining drill so we can start automating the process. Current Issues & Bugs Like every Unity project, there are a few problems that still need to be solved. This is way harder than i thought and making a game even if its simple is very time consuming and hard, needing to fix bugs every minute. Overall, I think the project is progressing well, and the core gameplay loop is finally starting to come together. (yes thats a house dont mind the quality, currently it doesnt snap well to other parts)"}, {"post_id": 3678, "ts": "2026-06-06T18:45:15Z", "hours": 0.8994, "text": "Made a scene to set up building and character movement, I used a package for the Person Controller since it works very well, made some adjustements to it tho since it had a few bugs and unnecesary stuff."}]...
|
Title: SCP: Containment Protocol by @Serra00 | Sta Title: SCP: Containment Protocol by @Serra00 | Stardance
Devlogs:
Made a scene to set up building and character movement, I used a package for the Person Controller since it works very well, made some adjustements to it tho since it had a few bugs and unnecesary stuff.
Nuclear Factory ChaosDevlog #1 (The first devlog that actually counts) I chose to make this game on unity. What I’ve Done So Far: Player Systems: FPS Movement Frst Person Camera Sprinting Footstep Sounds (running only because of bug) Pause Menu (ESC) Head Bob System (this was a huge pain) Crosshair Interaction: Interaction System (E) Center Raycast System (or whatever the name of this might be) Resources: Collectable Ores Ore Spawner Inventory Manager Inventory UI (simple and ugly for now) Building System: Build Mode (B) Building Rotation (R) Scroll Wheel Building Selection ( only until i make a UI for it) Ghost Buildings Grid Placement System Build Costs Automation: First Mining Drill Automatic Resource Production The player now has a fully functional FPS controller, which is a bit buggy rn but works. Building is the most interactive and important part of the project so far, i made building simple while still feeling satisfying to do it. Resources are now required to construct buildings, creating the first real gameplay loop and there is also a mining drill so we can start automating the process. Current Issues & Bugs Like every Unity project, there are a few problems that still need to be solved. This is way harder than i thought and making a game even if its simple is very time consuming and hard, needing to fix bugs every minute. Overall, I think the project is progressing well, and the core gameplay loop is finally starting to come together. (yes thats a house dont mind the quality, currently it doesnt snap well to other parts)
Project: Core — Devlog #2 (The game finally remembers things.) Since the last devlog, I’ve been focusing less on adding random features and more on building the systems that will actually make the game playable in the long run. What’s New: -Saving & Loading One of the biggest additions is a proper save system. The game now saves: Player position Player rotation Inventory/resources Machines Closing the game no longer means starting from scratch, which is a huge step towards making the game feel like an actual factory game. Main Menu & Game Flow Added: Splah Screen (unity provides it) Main Menu New Game Continue (loads your save) Quit button The inventory system has been reworked and is now integrated with the save system. Resources are properly stored and restored when loading a save, making progression persistent. Mining Drill Improvements The drill animation has been completely redone, and the models aswell: Lowers into the ground. Starts spinning after reaching the surface. Continues drilling while slowly pushing deeper into the ground. (there is also another drill that is limited and another one ilimited) It’s a small detail, but it makes the machine feel much more believable. #General Improvements: Lots of bug fixes. ( now there is only like 14 of them) Cleaner project structure. Better organization of scripts and gameobjects. More preparation for future automation systems. #Current Progress Current gameplay looks something like this: Collect resources, Build machines,Save your progress,Continue expanding your factory The gameplay loop is slowly starting to feel complete, although there’s still a lot to add. What’s Next? turning this from a collection of systems into an actual game. Planned features include: -Resource deposits -Power generation ( YES NUCLEAR REACTORS TOO 🔥) -Factory progression -Better UI ( at least try) -Objectives, quotas and tutorial. -More machines ai workers (bots maybe not ai since i dont want it to be cpu consuming) -Multiplayer (later in development) Current Challenges The biggest challenge isn’t adding features anymore. It’s making all the different systems work together without breaking everything else. Every new feature somehow manages to create two new bugs, which is basically what i am programmed to do atp Overall, I’m really happy with the progress.
Project: Core — Devlog #3 (the “nothing works but also everything works” update) so heres whats happened since devlog 2: -Smelter :finally got a smelter working. You put resources in, it processes them, you get a different resource out. its on a timer and integrates with conveyors so you can actually start automating production chains now, the product doesnt really exist yet tho so… took way longer than it shouldve to make something that just… melts stuff too . -Ore Deposits & Regeneration minerals are no longer infinite free real estate. ore deposits now have a set amount and the drill actually depletes them. BUT they regenerate over time so the factory doesnt just die. also made an ore spawner that respawns ores when they get collected so the map doesnt end up empty ( dont have a map yet tho 😭 ) -Inventory Rework (pain) this was the big one. went through like 3 different versions of the inventory system. right now it has: items (ItemSO), Slot UI with drag and dropHotbar (keys 1-9), Toggle with TAB key . honestly the drag and drop is still a bit buggy but it works. the old inventory manager is still there in the background because the save system depends on it and im not touching that yet (maybe never i might just hide the ugly UI and update the old inventory items with the old one) Bug Fixes (the usual): drills spawning in the air instead of on the ground (TRIED fixing but didnt work), storage containers being clickable from across the map (added distance check), ghost buildings having memory leaks from duplicate materials (cached them). its actually starting to feel like a factory game tho :D current issues: inventory drag is 50/50 on whether it decides to cooperate (Gamble 🤑) still two inventory systems coexisting which is terrifying ( inventoryfobia) building snap is still mid ( to be generous) whats next: -conveyors actually moving items visually. -power system (nuclear reactors incoming someday) -proper build UI instead of scroll wheel -getting the inventory to stop being a crying baby. this project is eating me alive daily. every time i fix one thing two more break. but the gameplay loop is actually loopable now so thats something :D
Project: Core — Devlog -4 soo things since devlog 3: POWER SYSTEM (ELECTRIC MAYHEM): we finally got electricity theres now a whole eletric system folder with ports, wires, a diesel engine and a battery. the diesel gen vibrates when its running (hu hum it is 48k triangles tho), ports light up when you look at them and you place actual cables by clicking port to port like a real electrician (no cap) also you hold right click on a port to remove a cable (still scared to add a nuclear reactor with these physics but SOMEDAY). Wires: the wire tool had like 30 compile errors because i was using the XOR operator (^) on gameobjects which apparently is not a thing in C# heheheh. then once it compiled the wires just didnt carry power at all. turns out the generator emits its value ONCE on startup before the wire even exists, and then never emits again because “nothing changed”. fixed it by pushing the value when the connection is made instead of waiting for a change. power flows now (i think). Smelter: the smelter works! put stuff in, timer, different stuff comes out. integrates with conveyors so production chains exist now (theoreticaly) drag and drop between inventory and smelter is still a gamble though. Performance patch: game was lagging near the diesel gen and battery. turns out vibrating a mesh with 19.2k vertices every single frame is expensive. cached materials instead of making new ones every frame and stopped writing transform values that never change. also found a real memory leak: wires were subscribing to ports and never unsubscribing, so every destroyed cable was eating the game forever.Bug fixes (the usual): wire tool now auto-creates its temp wire so you dont have to wire up the wire tool to use the wire tool, null checks on everything because apparently i hate myself. current issues:inventory drag is still 50/50 (better odds than a lot of stuff) still two inventory systems coexisting (im scared that if i delete the old one everything will break so ill just make them get married) building snap is still mid. wires look janky and cables dont have a real material yet. whats next:conveyors actually moving items visually, nuclear reactors (the power system is real now so the threat of chernobyl is real), proper build UI instead of scroll wheel making the drag and drop stop being a crying baby every time i fix one thing two more break, but now the electricity works AND the smelter works so my factory is basically a machine of machines. still eating me alive but its loopable.
#Project: Core — Devlog #5 so heres whats happened since devlog 4: INVENTORY (the MARRIAGE): the old and new inventory system finally live together happily SMELTER: turns out the smelter not working was just the inventory hiding things from it. Fixed tho. BUILD MODE (it did literally nothing): found out buildItems was an empty list, so pressing the build key did absolutely nothing except make me feel stupid, istg it had stuff before also the placement key was set to 1 which was fighting with the hotbar, so its back to B. SAVE SYSTEM: inventory was never being saved because the Inventory manager that was supposed to save disappeared. also fixed machineType on the mini drill so machines dont all respawn as the same drill on load. MINI DRILL (quality of life, battery edition): ~5 minutes of drilling. now it works until the battery dies. the UI also shows name + battery. Bug fixes: Everything works better now, still has the same bugs since the last time tho, less severe but still there. current issues: -machine internal state (battery, smelter input/output) –isnt saved yet — position yes, battery no. -building snap is still mid -cables still dont have a real material whats next: conveyors actually moving items visually, nuclear reactors (3.6 Roentgen), proper build UI instead of scroll wheel, and like the game itself. this game is starting to seem like an indie solo game and not an ugly prefabs spam.
Project: Core — Devlog #6 so heres whats happened since devlog 5: the game has people in it now. kind of. MULTIPLAYER (oh god): threw Mirror in and made everything server authoritative. NETWORK PLAYER: movement runs on the server now. the client just sends “m holding W and shift and looking this way 30 times a second and the server does the actual math. sprint works, gravity works. INTERACTION: pressing E shoots the ray on the server now, with a distance check so you cant magnet-fist ores from across the map. HEALTH: health is a SyncVar with a hook so the bar updates everywhere, theres a kill plane and a respawn that resets the controller and velocity instead of leaving you glitching through the floor. Bug fixes: everyone can see the same world now, which is a big one. same bugs as before, just now they happen in two windows at once . current issues: machines still arent really networked yet, NetworkMachine is just the base drill battery, smelter insides and conveyor stuff are still convinced the game is singleplayer. power grid is basically how much power we say we have instead of a real grid, remote players dont have a visible body, building mode is not networked. whats next: machines actually syncing their insides (battery, smelter in/out), remote players getting real bodies and nametags, networking build mode, and probably the nuclear reactor. this game is starting to feel like a game you could play with a friend, which is either great or terrifying.
Project: Core — Devlog 7 nuclear reactor (peak) REACTOR PHYSICS: built a proper six-factor formula model (K_eff = ε·L_f·ρ·L_th·f·η), i have no idea what this means but i saw it in a doc from the USA department of nuclear power or smth. each factor maps to something the player actually controls: rods affect thermal utilization, coolant affects resonance escape + void coefficient, temperature gives Doppler feedback. K_eff > 1 = supercritical, K_eff < 1 = subcritical. this took like 6 iterations to calibrate and a lot of help from AI cause i dont know nuclear physics. DELAYED NEUTRONS: power doesn’t change instantly when you move the rods. THERMAL CHAIN: power heat core temp steam production steam pressure turbine electrical output. nothing happens instantly. SCRAM & SAFETY: auto-SCRAM at temp ≥ 92%, pressure ≥ 95%, coolant ≤ 5%. meltdown at 98% with an 8s grace period. warning states at 75% temp, 70% pressure, 20% coolant. SCRAM drives rods to full insert at 0.3/s (~3s total). the void coefficient is BWR-positive (whatever this means), lose coolant and reactivity spikes before the SCRAM catches it. CONTROLS: SignalLever and SignalButton (more to come) now use the channel system. bidirectional sync, if the reactor changes a channel (SCRAM pushes rods), the lever position updates to match, or it will just break everything. BUGS:lever was so sensitive you could SCRAM by breathing on it. everyhing works but not that well
Only works by creating a server, at the online mode part and doesnt really work the offline part. Github has a lot of code dumps because I have been creating devlogs in hereGAME DOESNT WORK WELL IN LINUX, BUT ITS A PROBLEM WITH THE BUILD FROM UNITY GAME ENGINE, PROBABLY SHADERS TOO, IT WORKS BUT LAGGY, PLEASE TRY ON WINDOWS. This game has reached its mvp playable state, at least on my levels. Network was fixed and everything syncs perfectly now, electricity works well, and building works, not well but works.
fixed webgl bugs and unity build bugs
Ships:
Only works by creating a server, at the online mode part and doesnt really work the offline part. Github has a lot of code dumps because I have been creating devlogs in here GAME DOESNT WORK WELL IN LINUX, BUT ITS A PROBLEM WITH THE BUILD FROM UNITY GAME ENGINE, PROBABLY SHADERS TOO, IT WORKS BUT LAGGY, PLEASE TRY ON WINDOWS. This game has reached its mvp playable state, at least on my levels. Network was fixed and everything syncs perfectly now, electricity works well, and building works, not well but works. B...
|
1793342939.7935138
|
1793429339.7935138
|
|
10075
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792932786.2792034
|
1793796786.2792034
|
|
10076
|
My first slack bot! by @Aakanksha | Stardance
|
Aakanksha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Aakanksha | Stardan Title: My first slack bot! by @Aakanksha | Stardance...
|
1793353744.3646305
|
1793958544.3646305
|
|
10077
|
SupportQuiqk by @happyshot1010 | Stardance
|
happyshot1010
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SupportQuiqk by @happyshot1010 | Stardance
|
1792742060.8545597
|
1793346860.8545597
|
|
10078
|
Untitled project by @nikitanaik | Stardance
|
nikitanaik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @nikitanaik | Stardance
|
1793339317.8048456
|
1793944117.8048456
|
|
10079
|
My first slack bot! by @Mystery | Stardance
|
Mystery
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Mystery | Stardance
|
1793152414.7913926
|
1793757214.7913926
|
|
10080
|
PawDaily Desktop by @happyshot1010 | Stardance
|
happyshot1010
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:17:40Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a desktop website for my mobile app!", "repo": "https://github.com/So10-k/pawdaily-web", "demo": "https://pawdaily.cc"}]...
|
[{"post_id": 4274, "ts": "2026 [{"post_id": 4274, "ts": "2026-06-07T15:06:54Z", "hours": 1.5875, "text": "I just finished my project!"}, {"post_id": 3689, "ts": "2026-06-06T18:52:44Z", "hours": 10.0508, "text": "This is the current mobile app when openned with Catalyst on my mac."}]...
|
Title: PawDaily Desktop by @happyshot1010 | Starda Title: PawDaily Desktop by @happyshot1010 | Stardance
Devlogs:
This is the current mobile app when openned with Catalyst on my mac.
I just finished my project!
Ships:
I made a desktop website for my mobile app!...
|
1793433377.148664
|
1793519777.148664
|
|
10081
|
Color isolation tracking by @zubair | Stardance
|
zubair
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 3727, "ts": "2026 [{"post_id": 3727, "ts": "2026-06-06T19:29:17Z", "hours": 0.2872, "text": "Added isolation for BLUE color"}]...
|
Title: Color isolation tracking by @zubair | Stard Title: Color isolation tracking by @zubair | Stardance
Devlogs:
Added isolation for BLUE color...
|
1792947187.812152
|
1793811187.812152
|
|
10082
|
Create: Hyperdrive by @Raspberry1111 | Stardance
|
Raspberry1111
|
0
|
18.69
|
0
|
[]
|
[{"post_id": 41776, "ts": "202 [{"post_id": 41776, "ts": "2026-08-06T05:25:49Z", "hours": 4.4381, "text": "Been busy, but have updated to the newest version of Sable and added a redstone output whenever the hyperdrive is charging up/can teleport."}, {"post_id": 7139, "ts": "2026-06-11T22:30:18Z", "hours": 6.4686, "text": "Rewrote rendering code to work in both the vanilla rendering context and in the flywheel rendering context (Used by the Create mod, afaik it makes allowing much more efficient batch rendering) Added particles to make the teleportation feel much more impactful Changed the center of the teleportation to be the hyperdrive block instead of the center of the sublevel, to make it easier to figure out what your destination coords will be when teleporting to dimensions that have scaling (like the Nether)"}, {"post_id": 6454, "ts": "2026-06-10T21:11:45Z", "hours": 3.2603, "text": "Rewrote most of the state machine code to be a lot easier to understand Before the ShulkerState indicated exhausted or infused what stored no matter what Phase the hyperdrive was in, but its only actually used/has an effect in the charging phase. Now Phase is a sealed interface that allows the Charging phase to store a shulker state whilst the other don’t have to. I also added a feature so that if the previous teleport attempt failed, the cooldown period is shortened (with an appropriate config variable to change it)"}, {"post_id": 5991, "ts": "2026-06-10T01:32:05Z", "hours": 4.52, "text": "Create: Hyperdrive is an addon for the Create: Aeronautics mod ( https://modrinth.com/mod/create-aeronautics ) and Sable ( https://modrinth.com/mod/sable ) adding a block which allows sable contraptions to be teleported between dimensions. Internally it uses the Dimensional Sable mod to copy the contraptions between dimensions as base Sable does not have a feature for this Currently allows selection between the three vanilla dimensions (Overworld, Nether, End) and includes configurable cooldown and can be infused with dragon’s breath to speed up the charge rate. (Would’ve split into more devlogs before this but didn’t realize stardance had started)"}]...
|
Title: Create: Hyperdrive by @Raspberry1111 | Star Title: Create: Hyperdrive by @Raspberry1111 | Stardance
Devlogs:
Create: Hyperdrive is an addon for the Create: Aeronautics mod ( https://modrinth.com/mod/create-aeronautics ) and Sable ( https://modrinth.com/mod/sable ) adding a block which allows sable contraptions to be teleported between dimensions. Internally it uses the Dimensional Sable mod to copy the contraptions between dimensions as base Sable does not have a feature for this Currently allows selection between the three vanilla dimensions (Overworld, Nether, End) and includes configurable cooldown and can be infused with dragon’s breath to speed up the charge rate. (Would’ve split into more devlogs before this but didn’t realize stardance had started)
Rewrote most of the state machine code to be a lot easier to understand Before the ShulkerState indicated exhausted or infused what stored no matter what Phase the hyperdrive was in, but its only actually used/has an effect in the charging phase. Now Phase is a sealed interface that allows the Charging phase to store a shulker state whilst the other don’t have to. I also added a feature so that if the previous teleport attempt failed, the cooldown period is shortened (with an appropriate config variable to change it)
Rewrote rendering code to work in both the vanilla rendering context and in the flywheel rendering context (Used by the Create mod, afaik it makes allowing much more efficient batch rendering) Added particles to make the teleportation feel much more impactful Changed the center of the teleportation to be the hyperdrive block instead of the center of the sublevel, to make it easier to figure out what your destination coords will be when teleporting to dimensions that have scaling (like the Nether)
Been busy, but have updated to the newest version of Sable and added a redstone output whenever the hyperdrive is charging up/can teleport....
|
1793166908.5083969
|
1793771708.5083969
|
|
10083
|
+engine by @siddhartha_pothukuchi | Stardance
|
siddhartha_pothukuchi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: +engine by @siddhartha_pothukuchi | Stardan Title: +engine by @siddhartha_pothukuchi | Stardance...
|
1793437024.467011
|
1794041824.467011
|
|
10084
|
Untitled project by @cyb_2308 | Stardance
|
cyb_2308
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @cyb_2308 | Stardance
|
1792785176.848418
|
1793389976.848418
|
|
10085
|
Untitled by @happyshot1010 | Stardance
|
happyshot1010
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @happyshot1010 | Stardance
|
1792784890.871794
|
1793389690.871794
|
|
10086
|
Veda by @Pavan | Stardance
|
Pavan
|
0
|
1.58
|
0
|
[]
|
[{"post_id": 12033, "ts": "202 [{"post_id": 12033, "ts": "2026-06-19T17:01:57Z", "hours": 1.5806, "text": "“Starting Veda. The idea: turn a phone video into an explorable 3D scene in the browser using Gaussian splatting. The problem I immediately hit — my computer can’t handle 3D rendering or the CUDA training that normal splatting pipelines need. So before writing real code I spent 90 minutes just researching whether this is even possible without a GPU. Found a possible path: skip the neural training, go straight from Structure-from-Motion sparse points to isotropic Gaussian primitives. Sacrifices quality but might actually run on my hardware. Got the initial project scaffolding down. Doesn’t work yet. Next: get COLMAP extracting camera poses from a test video."}]...
|
Title: Veda by @Pavan | Stardance
Devlogs:
“Start Title: Veda by @Pavan | Stardance
Devlogs:
“Starting Veda. The idea: turn a phone video into an explorable 3D scene in the browser using Gaussian splatting. The problem I immediately hit — my computer can’t handle 3D rendering or the CUDA training that normal splatting pipelines need. So before writing real code I spent 90 minutes just researching whether this is even possible without a GPU. Found a possible path: skip the neural training, go straight from Structure-from-Motion sparse points to isotropic Gaussian primitives. Sacrifices quality but might actually run on my hardware. Got the initial project scaffolding down. Doesn’t work yet. Next: get COLMAP extracting camera poses from a test video....
|
1793270848.038061
|
1793875648.038061
|
|
10087
|
Untitled by @SIMON10282012 | Stardance
|
SIMON10282012
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @SIMON10282012 | Stardance
|
1793227795.5900748
|
1793832595.5900748
|
|
10088
|
My first slack bot! by @Mymy | Stardance
|
Mymy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Mymy | Stardance
|
1793173874.5842178
|
1793778674.5842178
|
|
10089
|
StarFall by @KittyCat | Stardance
|
KittyCat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: StarFall by @KittyCat | Stardance
|
1793202591.2293844
|
1793807391.2293844
|
|
10090
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792947121.9995167
|
1793811121.9995167
|
|
10091
|
My awesome macropad! by @vachanbhogi | Stardance
|
vachanbhogi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @vachanbhogi | Star Title: My awesome macropad! by @vachanbhogi | Stardance...
|
1793198860.7641854
|
1793803660.7641854
|
|
10092
|
My awesome macropad! by @scarydinosaur | Stardance
|
scarydinosaur
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @scarydinosaur | St Title: My awesome macropad! by @scarydinosaur | Stardance...
|
1792748928.2999344
|
1793353728.2999344
|
|
10093
|
Labyrinth by @dominik | Stardance
|
dominik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Labyrinth by @dominik | Stardance
|
1793271164.6222396
|
1793875964.6222396
|
|
10094
|
Untitled by @SilentSword | Stardance
|
SilentSword
|
0
|
0.62
|
0
|
[]
|
[{"post_id": 3695, "ts": "2026 [{"post_id": 3695, "ts": "2026-06-06T19:01:52Z", "hours": 0.6192, "text": "I learned to use ifs, loops, create classes and many more in C#. It was kinda a test project for learning, but it helped me a lot"}]...
|
Title: Untitled by @SilentSword | Stardance
Devlo Title: Untitled by @SilentSword | Stardance
Devlogs:
I learned to use ifs, loops, create classes and many more in C#. It was kinda a test project for learning, but it helped me a lot...
|
1793379102.6555555
|
1793983902.6555555
|
|
10095
|
My awesome macropad! by @LightY | Stardance
|
LightY
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @LightY | Stardance
|
1793407639.9320886
|
1794012439.9320886
|
|
10096
|
media-deck by @seseemo | Stardance
|
seseemo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: media-deck by @seseemo | Stardance
|
1793371935.3952541
|
1793976735.3952541
|
|
10097
|
My awesome macropad! by @sweten | Stardance
|
sweten
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sweten | Stardance
|
1793353875.3540246
|
1793958675.3540246
|
|
10098
|
My awesome macropad! by @Waldewort | Stardance
|
Waldewort
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Waldewort | Starda Title: My awesome macropad! by @Waldewort | Stardance...
|
1792893128.1550379
|
1793757128.1550379
|
|
10099
|
(Re)Training an AI model on Tenstorent Hardware by (Re)Training an AI model on Tenstorent Hardware by @Bjarnos | Stardance...
|
Bjarnos
|
0
|
1.41
|
0
|
[]
|
[{"post_id": 4087, "ts": "2026 [{"post_id": 4087, "ts": "2026-06-07T08:45:21Z", "hours": 1.4053, "text": "Devlog 1: First Steps Project Vision & Architecture I want to build an educational AI assistant for Dutch high school students preparing for their final VWO (and HAVO) exams. I started this project because I think many students struggle to get detailed feedback while studying independently, and AI could help fill that gap. I also noticed a similar project already existing ( https://aivoorleerlingen.nl/ ), but they put the study knowledge in context, rather than an actual database and retrained AI models. I hope that I got you a little excited :D. To achieve this project, I’m going to use the AI architecture shown in the screenshot below. Training the AI: The model is trained on exam questions and answers so it learns how VWO and HAVO exam solutions are typically written. Providing study material: The AI can look up relevant curriculum information before answering, which helps it give more accurate explanations. What is working already I successfully built the first data preparation script. It can now process scraped exam questions and convert them into a format that can later be used for AI training. I don’t have any screenshots yet, but I’m planning to release the source as soon as the training loop is complete. Next Actions & Milestones Acquire Textbook Data: Create and test prepare_rag_db.py to see if it can initialize the vector database. Complete the Tenstorrent Training Loop: Finish the training script by implementing extra steps. Establish Inference Pipeline: Build an evaluation script that connects the fine-tuned model with Qdrant vector retrieval, generating and comparing exam responses against the test set. I would appreciate it if you want to follow my progress! If you want more explanations on a specific step, or if the next devlog should be in simpler language, let me know."}]...
|
Title: (Re)Training an AI model on Tenstorent Hard Title: (Re)Training an AI model on Tenstorent Hardware by @Bjarnos | Stardance
Devlogs:
Devlog 1: First Steps Project Vision & Architecture I want to build an educational AI assistant for Dutch high school students preparing for their final VWO (and HAVO) exams. I started this project because I think many students struggle to get detailed feedback while studying independently, and AI could help fill that gap. I also noticed a similar project already existing ( https://aivoorleerlingen.nl/ ), but they put the study knowledge in context, rather than an actual database and retrained AI models. I hope that I got you a little excited :D. To achieve this project, I’m going to use the AI architecture shown in the screenshot below. Training the AI: The model is trained on exam questions and answers so it learns how VWO and HAVO exam solutions are typically written. Providing study material: The AI can look up relevant curriculum information before answering, which helps it give more accurate explanations. What is working already I successfully built the first data preparation script. It can now process scraped exam questions and convert them into a format that can later be used for AI training. I don’t have any screenshots yet, but I’m planning to release the source as soon as the training loop is complete. Next Actions & Milestones Acquire Textbook Data: Create and test prepare_rag_db.py to see if it can initialize the vector database. Complete the Tenstorrent Training Loop: Finish the training script by implementing extra steps. Establish Inference Pipeline: Build an evaluation script that connects the fine-tuned model with Qdrant vector retrieval, generating and comparing exam responses against the test set. I would appreciate it if you want to follow my progress! If you want more explanations on a specific step, or if the next devlog should be in simpler language, let me know....
|
1793342865.5767143
|
1794206865.5767143
|
|
10100
|
FPV RC Car by @Fayyad | Stardance
|
Fayyad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: FPV RC Car by @Fayyad | Stardance
|
1793443783.3793242
|
1794048583.3793242
|