|
16401
|
My very own WebOS by @Sun | Stardance
|
Sun
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Sun | Stardance
|
1793231454.5215838
|
1793836254.5215838
|
|
16402
|
My awesome macropad! by @maddyson | Stardance
|
maddyson
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @maddyson | Stardan Title: My awesome macropad! by @maddyson | Stardance...
|
1793339423.6836898
|
1793944223.6836898
|
|
16403
|
Untitled project by @Lizard | Stardance
|
Lizard
|
0
|
0.38
|
0
|
[]
|
[{"post_id": 7398, "ts": "2026 [{"post_id": 7398, "ts": "2026-06-12T10:12:37Z", "hours": 0.3797, "text": "Starting to code the skeleton and installing dependecies"}]...
|
Title: Untitled project by @Lizard | Stardance
De Title: Untitled project by @Lizard | Stardance
Devlogs:
Starting to code the skeleton and installing dependecies...
|
1793289346.7706993
|
1793894146.7706993
|
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16404
|
My first slack bot! by @Scarlet-s | Stardance
|
Scarlet-s
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Scarlet-s | Stardan Title: My first slack bot! by @Scarlet-s | Stardance...
|
1793476168.0130038
|
1794080968.0130038
|
|
16405
|
My first slack bot! by @des | Stardance
|
des
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @des | Stardance
|
1793357654.5675387
|
1793962454.5675387
|
|
16406
|
My awesome macropad! by @tasiaa | Stardance
|
tasiaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @tasiaa | Stardance
|
1793310986.2861388
|
1793915786.2861388
|
|
16407
|
My very own WebOS by @Scarlet-s | Stardance
|
Scarlet-s
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Scarlet-s | Stardance
|
1793166761.8426409
|
1793771561.8426409
|
|
16408
|
My first slack bot! by @avaaaa | Stardance
|
avaaaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @avaaaa | Stardance
|
1793490638.6379683
|
1794095438.6379683
|
|
16409
|
Space tide by @singhabhyuday180 | Stardance
|
singhabhyuday180
|
1
|
4.0
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T09:51:43Z", "hours": 4.0, "multiplier": 3.0, "payout": 12, "blessing": "neutral", "text": "So I’ve made Space-tide the official language for Stardance. Space-tide is a language with less grammar and easy word formation. Even a 5 year old can comprehend the rules of Space-tide and speak this beautiful language. Oh, it was a tough job (okay, maybe not that tough) and the toughest part being the dictionary which led to an unusual amount of time spent on JSON. Yeah, that’s it I guess.", "repo": "https://github.com/AbhyudayS-07/Space-tide", "demo": "https://gregarious-pothos-4d89e8.netlify.app/"}]...
|
[{"post_id": 25830, "ts": "202 [{"post_id": 25830, "ts": "2026-07-10T09:42:19Z", "hours": 0.9778, "text": "Hey Everyone, finally Space-tide is over. Yep I did cheat a little like I did not complete the AI translator but its alright and that’s for another day. SO all that I’ve included in Space-tide is: The dictionary The rules Made the webpage Hosted it on netlify Added the rules and dictionary on the website P.S.: The website ain’t that good for I’m a newbie here so forgive me for that. Check it out at - https://gregarious-pothos-4d89e8.netlify.app/"}, {"post_id": 11870, "ts": "2026-06-19T10:22:55Z", "hours": 1.9981, "text": "Phase 1: Done The translator is almost done. Everything I’ve made till now : i. Word dictionary (about 90 words) ii. Rules for word formation iii. A basic word-by-word translator that translates English to Space-tide Things that are to be added: i. A translator for translating phrases ii. Using AI to translate iii. Building a translator to convert space-tide to English iv. A space-tide word builder Hopefuly it would be complete by this sunday."}, {"post_id": 7383, "ts": "2026-06-12T09:47:31Z", "hours": 0.945, "text": "SO right now I’m building a completely new language- Space Tide with very specific purpose - Elegance and simplicity. Lets see how it looks like."}]...
|
Title: Space tide by @singhabhyuday180 | Stardance Title: Space tide by @singhabhyuday180 | Stardance
Devlogs:
SO right now I’m building a completely new language- Space Tide with very specific purpose - Elegance and simplicity. Lets see how it looks like.
Phase 1: Done The translator is almost done. Everything I’ve made till now : i. Word dictionary (about 90 words) ii. Rules for word formation iii. A basic word-by-word translator that translates English to Space-tide Things that are to be added: i. A translator for translating phrases ii. Using AI to translate iii. Building a translator to convert space-tide to English iv. A space-tide word builder Hopefuly it would be complete by this sunday.
Hey Everyone, finally Space-tide is over. Yep I did cheat a little like I did not complete the AI translator but its alright and that’s for another day. SO all that I’ve included in Space-tide is: The dictionary The rules Made the webpage Hosted it on netlify Added the rules and dictionary on the website P.S.: The website ain’t that good for I’m a newbie here so forgive me for that. Check it out at - https://gregarious-pothos-4d89e8.netlify.app/
Ships:
So I’ve made Space-tide the official language for Stardance. Space-tide is a language with less grammar and easy word formation. Even a 5 year old can comprehend the rules of Space-tide and speak this beautiful language. Oh, it was a tough job (okay, maybe not that tough) and the toughest part being the dictionary which led to an unusual amount of time spent on JSON. Yeah, that’s it I guess....
|
1793789703.0679054
|
1793876103.0679054
|
|
16410
|
Untitled by @avaaaa | Stardance
|
avaaaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @avaaaa | Stardance
|
1793404128.2173686
|
1794008928.2173686
|
|
16411
|
Untitled by @avaaaa | Stardance
|
avaaaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @avaaaa | Stardance
|
1793335888.6841908
|
1793940688.6841908
|
|
16412
|
My awesome macropad! by @louise_jones | Stardance
|
louise_jones
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @louise_jones | Sta Title: My awesome macropad! by @louise_jones | Stardance...
|
1793512102.5078228
|
1794116902.5078228
|
|
16413
|
Untitled by @Tiiya | Stardance
|
Tiiya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Tiiya | Stardance
|
1793260048.9645956
|
1793864848.9645956
|
|
16414
|
Untitled by @Tiiya | Stardance
|
Tiiya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Tiiya | Stardance
|
1793397278.2967956
|
1794002078.2967956
|
|
16415
|
My first slack bot! by @Tiiya | Stardance
|
Tiiya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Tiiya | Stardance
|
1793235091.2140636
|
1793839891.2140636
|
|
16416
|
My awesome macropad! by @lilyyy | Stardance
|
lilyyy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @lilyyy | Stardance
|
1793191888.6413717
|
1793796688.6413717
|
|
16417
|
Untitled by @AFRO | Stardance
|
AFRO
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @AFRO | Stardance
|
1793393282.6535637
|
1793998082.6535637
|
|
16418
|
Untitled by @Tiiya | Stardance
|
Tiiya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Tiiya | Stardance
|
1793303774.273707
|
1793908574.273707
|
|
16419
|
Rec Room 2D by @RoshanTheGoat | Stardance
|
RoshanTheGoat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rec Room 2D by @RoshanTheGoat | Stardance
|
1793332507.030824
|
1793937307.030824
|
|
16420
|
Untitled by @Scarlet-s | Stardance
|
Scarlet-s
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Scarlet-s | Stardance
|
1793469165.596774
|
1794073965.596774
|
|
16421
|
Untitled by @AFRO | Stardance
|
AFRO
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @AFRO | Stardance
|
1793436934.1922374
|
1794041734.1922374
|
|
16422
|
Frictionless by @lilyyy | Stardance
|
lilyyy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @lilyyy | Stardance
|
1793159730.0167603
|
1793764530.0167603
|
|
16423
|
Solar System Distance from Earth Finder by @JackMi Solar System Distance from Earth Finder by @JackMinarik | Stardance...
|
JackMinarik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Solar System Distance from Earth Finder by Title: Solar System Distance from Earth Finder by @JackMinarik | Stardance...
|
1793166567.681447
|
1793771367.681447
|
|
16424
|
My awesome macropad! by @Aadesh | Stardance
|
Aadesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Aadesh | Stardance
|
1793184691.500257
|
1793789491.500257
|
|
16425
|
My first slack bot! by @Peanutbutter | Stardance
|
Peanutbutter
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Peanutbutter | Star Title: My first slack bot! by @Peanutbutter | Stardance...
|
1793321320.5747588
|
1793926120.5747588
|
|
16426
|
My very own WebOS by @nina | Stardance
|
nina
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @nina | Stardance
|
1793285497.814329
|
1793890297.814329
|
|
16427
|
My first slack bot! by @jalpatel_0023 | Stardance
|
jalpatel_0023
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @jalpatel_0023 | Sta Title: My first slack bot! by @jalpatel_0023 | Stardance...
|
1793307359.637188
|
1793912159.637188
|
|
16428
|
Untitled by @Tiiya | Stardance
|
Tiiya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Tiiya | Stardance
|
1793494377.1229446
|
1794099177.1229446
|
|
16429
|
Untitled by @Tiiya | Stardance
|
Tiiya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Tiiya | Stardance
|
1793368384.1385455
|
1793973184.1385455
|
|
16430
|
My first slack bot! by @RoshanTheGoat | Stardance
|
RoshanTheGoat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @RoshanTheGoat | Sta Title: My first slack bot! by @RoshanTheGoat | Stardance...
|
1793476351.5562136
|
1794081151.5562136
|
|
16431
|
Untitled by @avaaaa | Stardance
|
avaaaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @avaaaa | Stardance
|
1793325175.5500174
|
1793929975.5500174
|
|
16432
|
Untitled by @jalpatel_0023 | Stardance
|
jalpatel_0023
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @jalpatel_0023 | Stardance
|
1793177325.2105465
|
1793782125.2105465
|
|
16433
|
NOVA by @ArshS | Stardance
|
ArshS
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: NOVA by @ArshS | Stardance
|
1793152616.602757
|
1793757416.602757
|
|
16434
|
Clothing Vac ft. Barbie by @anika-jha | Stardance
|
anika-jha
|
0
|
8.55
|
0
|
[]
|
[{"post_id": 12417, "ts": "202 [{"post_id": 12417, "ts": "2026-06-20T08:21:40Z", "hours": 3.3, "text": "Devlog #5: Continued working on getting electronics mounted. I soldered the conveyor belt motor and intake motor to wires. Also, I started on mounting wheels. I CADded structures for them to mount on, and dimensions were really hard to get right. A LOT of printing!! Also, tell me why it took me 30 minutes to figure out what screws and screwdriver to use :( Hopefully it’ll be done soon!!!"}, {"post_id": 12283, "ts": "2026-06-20T01:47:10Z", "hours": 1.55, "text": "Devlog #4: Yesterday, I spray-painted all the parts I put together pink! True Barbie fashion :) Right now, in this timelapse, I started mounting all the electronic components. I’m halfway done now. FYI, the inside parts of my bot I built before knowing how to record my process :("}, {"post_id": 11158, "ts": "2026-06-18T07:36:30Z", "hours": 1.2967, "text": "Devlog #3: It’s taken forever, but the parts for my robot are finally almost done printing. For the ones that are already finished, I sanded them down and attached them using Gorilla 2-Part Epoxy Clear. Tomorrow, I’ll finish attaching the rest of the frame, spray-paint everything pink to pay homage to Barbie, put it around the internal components that I already built, and wire up the electronics. Note: in the first attached photo, I used a generative AI eraser to erase my messy background."}, {"post_id": 9843, "ts": "2026-06-16T09:29:54Z", "hours": 1.4056, "text": "Devlog #2: I wasn’t able to get time logged for 3D modeling the frame of Clothing Vac (I want to rename her soon), but I did log the process of cutting it up into bits that fit onto my 3D printer’s bed. This unfortunately took quite long due to my novice skills in CAD, but on the plus side, 3D modeling is getting more and more natural to me every day! Below is my cut-up 3D model and the inspiration for this project, the shoe vacuuming robot from Barbie Life in the Dreamhouse. The reason my bot has an extended slot area on the back is because I’m using a mini-conveyor to sort clothing into light vs. dark colors, and that space is for the conveyor."}, {"post_id": 9810, "ts": "2026-06-16T07:46:42Z", "hours": 0.9953, "text": "It’s my first time working with Raspberry Pi, and I also decided to research everything electronics-related on my own and get individual components instead of starting off with a kit 🥹 BUT IT WORKED OMG IT WORKED!!!! Cytron motor driver (never even heard of Cytron but okay), Greartisan motors (Amazon-recommended and the specs looked okay), TCS34725 RGB sensor (this is a bit more mainstream phew), etc. I wired everything up and tested some basic code for the motors, ultrasonic sensor, color sensor, and camera, and I got some threshold values down."}]...
|
Title: Clothing Vac ft. Barbie by @anika-jha | Sta Title: Clothing Vac ft. Barbie by @anika-jha | Stardance
Devlogs:
It’s my first time working with Raspberry Pi, and I also decided to research everything electronics-related on my own and get individual components instead of starting off with a kit 🥹 BUT IT WORKED OMG IT WORKED!!!! Cytron motor driver (never even heard of Cytron but okay), Greartisan motors (Amazon-recommended and the specs looked okay), TCS34725 RGB sensor (this is a bit more mainstream phew), etc. I wired everything up and tested some basic code for the motors, ultrasonic sensor, color sensor, and camera, and I got some threshold values down.
Devlog #2: I wasn’t able to get time logged for 3D modeling the frame of Clothing Vac (I want to rename her soon), but I did log the process of cutting it up into bits that fit onto my 3D printer’s bed. This unfortunately took quite long due to my novice skills in CAD, but on the plus side, 3D modeling is getting more and more natural to me every day! Below is my cut-up 3D model and the inspiration for this project, the shoe vacuuming robot from Barbie Life in the Dreamhouse. The reason my bot has an extended slot area on the back is because I’m using a mini-conveyor to sort clothing into light vs. dark colors, and that space is for the conveyor.
Devlog #3: It’s taken forever, but the parts for my robot are finally almost done printing. For the ones that are already finished, I sanded them down and attached them using Gorilla 2-Part Epoxy Clear. Tomorrow, I’ll finish attaching the rest of the frame, spray-paint everything pink to pay homage to Barbie, put it around the internal components that I already built, and wire up the electronics. Note: in the first attached photo, I used a generative AI eraser to erase my messy background.
Devlog #4: Yesterday, I spray-painted all the parts I put together pink! True Barbie fashion :) Right now, in this timelapse, I started mounting all the electronic components. I’m halfway done now. FYI, the inside parts of my bot I built before knowing how to record my process :(
Devlog #5: Continued working on getting electronics mounted. I soldered the conveyor belt motor and intake motor to wires. Also, I started on mounting wheels. I CADded structures for them to mount on, and dimensions were really hard to get right. A LOT of printing!! Also, tell me why it took me 30 minutes to figure out what screws and screwdriver to use :( Hopefully it’ll be done soon!!!...
|
1793181115.2624304
|
1793785915.2624304
|
|
16435
|
Frictionless by @-adi | Stardance
|
-adi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @-adi | Stardance
|
1793364805.8136072
|
1793969605.8136072
|
|
16436
|
IOU by @wikih3659 | Stardance
|
wikih3659
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: IOU by @wikih3659 | Stardance
|
1793191786.7738743
|
1793796586.7738743
|
|
16437
|
My awesome macropad! by @Ishaan_Tanwar | Stardance
|
Ishaan_Tanwar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ishaan_Tanwar | St Title: My awesome macropad! by @Ishaan_Tanwar | Stardance...
|
1793425725.000625
|
1794030525.000625
|
|
16438
|
Frictionless by @Vinayak | Stardance
|
Vinayak
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Vinayak | Stardance
|
1793519296.0165713
|
1794124096.0165713
|
|
16439
|
My very own WebOS by @Stardust | Stardance
|
Stardust
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Stardust | Stardance
|
1793282179.0818586
|
1793886979.0818586
|
|
16440
|
My first slack bot! by @dastannrlyhanly | Stardanc My first slack bot! by @dastannrlyhanly | Stardance...
|
dastannrlyhanly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @dastannrlyhanly | S Title: My first slack bot! by @dastannrlyhanly | Stardance...
|
1793418474.2872274
|
1794023274.2872274
|
|
16441
|
My awesome macropad! by @Zalak | Stardance
|
Zalak
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Zalak | Stardance
|
1793638152.6186519
|
1794242952.6186519
|
|
16442
|
Booksole by @anujkishan918 | Stardance
|
anujkishan918
|
1
|
22.0
|
418
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T14:56:17Z", "hours": 22.0, "multiplier": 19.39, "payout": 418, "blessing": "neutral", "text": "BOOKSOLE is an interactive platform based on the idea of the retro game-console for Choose your own adventure books like the ones from goosebumps which are my favorite now you can play these books directly in your browser. The idea behind the application was to allow the users to feel that they were inserting a cartridge into the old game console, not just opening some document reader. The whole project is done using only one HTML-file and comprises such features as a library, ability to import TXT- and EPUB-formatted books, parser of branch stories, save slots, achievements, journal, searching and many more. The main difficulties in the process of development of BOOKSOLE were to develop an adaptable parser that could parse various gamebooks with different styles, page numbering and endings, and to coordinate all the features of the application. It was difficult to create a proper parser because of different styles of writing the gamebooks and to develop something that would be able to correctly parse all the books. One of the other problems is connected with application state management. Due to the presence of saves, achievements, endings found, journal and statistic information the application had to keep track of all of these at once. A user interface design was yet another crucial aspect of the project. Instead of working on a common reader app, I aimed at creating the whole process to be similar to playing with an old retro game console. This includes such elements as a booting process, cartridge library, achievements display, saving slots system, and several themed menus, all of which have the same aesthetic design. Moreover, the latest version of the software contains a redesign of an introductory animation, which involves changing a mere placeholder to a wider screen space, better pixel art and more sprites. There are a lot of aspects in my project I am particularly proud of, but the most noteworthy is the number of features implemented in just one HTML file. The process of development changed a simple reader program into a complex platform with progression, collectibles, searchable stories, saving system, paths tracking, and library management of several books. Besides, I believe that I achieved success in terms of presentation: whereas many other IF programs are concerned only with their functionality, BOOKSOLE is more playful and nostalgic. For testing the project, it is necessary to firstly download the html file from Github and open the downloaded HTML file ,Watch or skip through the intro and go straight to the boot screen with the help of a special button. After loading the system, you should import an acceptable TXT or EPUB file and open the cartridge with the imported gamebook. You can begin playing and making choices. You can try forming save slots, achieving accomplishments, finding keywords, and exploring story lines. All found endings will be registered in the journal, and all visited places will appear on the map of endings.", "repo": "https://github.com/Anuj981-blip/Booksole", "demo": "https://anuj981-blip.github.io/Booksole/"}]...
|
[{"post_id": 10640, "ts": "202 [{"post_id": 10640, "ts": "2026-06-17T14:30:37Z", "hours": 4.1536, "text": "Introduction Cutscene Redesign This build focused exclusively on overhauling the intro cutscene that plays before the BOOKSOLE boot sequence. At the start of development, BOOKSOLE was already a complete self-contained HTML application featuring a retro game-console styled gamebook reader, cartridge library, EPUB/TXT importers, branching-choice reader, save slots, achievements, journal, and search functionality. The only unfinished-looking component was the opening cutscene, which functioned correctly but felt more like a placeholder than a polished introduction.The original cutscene ran on a 480×270 canvas with 3× pixel scaling. Characters were built from simple flat rectangles with very little detail, while backgrounds consisted mostly of solid colors and basic shapes. Rather than patching the existing artwork, the entire rendering system was rebuilt. The canvas size was increased to 640×360 while maintaining the 16:9 aspect ratio, and logical pixel size was increased from 3px to 4px. This provided significantly more room for detail while preserving the chunky pixel-art style.A major part of the redesign was expanding the color palette. The original palette contained around 25 colors, which limited shading options. The new palette contains roughly 60 colors organized by material type, allowing characters, props, and environments to use highlights, shadows, and depth. Every major sprite was rebuilt with proper shading and detail. New assets such as the moon, roof, curtains, chimney, mailbox, and ground elements were added, alongside three new creatures: a ventriloquist dummy, a haunted mask with glowing eyes, and a sinister garden gnome.Because the larger canvas changed the coordinate system substantially, all seven intro scenes were rebuilt from scratch rather than modified. These scenes include the title card, Victor spying on his neighbors, Victor’s laboratory, the package delivery, Max opening the package, the digital vortex sequence, and the final library reveal.A significant amount of work came from visual issues that automated testing could not detect. Screenshot reviews revealed problems such as furniture partially covering characters’ faces, fan letters floating unrealistically above a mailbox, an incorrectly proportioned hand holding the cartridge, and perspective lines that unintentionally converged behind a character’s head. These issues were corrected through scene-by-scene layout adjustments. The computer monitor in Victor’s lab was also redesigned so its display resembled actual code instead of loading bars.Another major improvement involved the dialogue system. The original dialogue box occupied a large opaque panel that obscured much of the artwork. It was replaced with a slimmer translucent gradient banner that automatically adjusts to the amount of text being displayed, allowing players to see more of each scene while maintaining readability.A final narrative pass strengthened the ending by moving previously hidden monsters into the foreground and adding narration that draws attention to them. Additional in-universe book titles, including The Babysitter’s Basement and Camp Deadlake, were added as flavor text to reinforce the horror-book atmosphere.Testing combined headless runtime simulation with manual screenshot review. Automated testing successfully identified runtime issues, while screenshot reviews were essential for catching visual composition problems. The intro remains a scripted sequence with click-to-advance dialogue and a SKIP INTRO option that jumps directly to the boot sequence. No changes were made to the library, parser, reader, saves, achievements, journal, or search systems; this update was focused entirely on improving the quality and presentation of the seven-scene introduction."}, {"post_id": 9930, "ts": "2026-06-16T13:31:06Z", "hours": 5.4014, "text": "BOOKSOLE v0.5 — It Finally Feels Like a Real Thing For a while, BOOKSOLE could load interactive books, parse them, and let you navigate choices, but it still felt like a tool. Functional, but not something with an identity. This update was about changing that. The biggest addition is the new library system. Instead of dropping straight into a book, you now land in a cartridge-style library where every story lives on a shelf. You can browse covers, check metadata, see your progress, and launch a book like you’re pulling a game off an old console rack. That shift sounds small, but it completely changed how the project feels. The other thing I spent an unreasonable amount of time on was the intro sequence. I could have gone with a simple splash screen, but instead I ended up building a fully animated pixel-art opening scene from scratch. Every character, prop, and background element is drawn procedurally on a canvas. Max, Victor, the mysterious cartridge, the old CRT aesthetic—it’s all there. Was it necessary? Absolutely not. But it was fun, and BOOKSOLE is the kind of project where atmosphere matters. After the intro, the application now boots like a retro console. There’s a fake startup sequence, loading messages, scanlines, pulsing graphics, and all the little details that make it feel like you’re powering on a strange forgotten machine rather than opening a web app. I also added a proper book details screen. Books now have their own dedicated page with cover art, author information, descriptions, tags, and progress statistics. It makes imported stories feel more like collectibles and less like files sitting in a folder. On the gameplay side, save slots finally arrived. This was something I wanted from the beginning because gamebooks are all about experimentation. Sometimes you want to make the reckless choice just to see what happens. Multiple save slots make that possible without destroying a perfectly good run. To support replayability even more, I built an ending discovery system. BOOKSOLE now keeps track of endings you’ve found and visualizes them through a simple ending map. Good endings, bad endings, weird endings—you can slowly fill out your collection as you explore different routes. There’s also a lightweight achievement system now. Nothing too serious, just a way to track things like choices made, pages visited, endings discovered, and total runs. It’s a small thing, but it reinforces the idea that reading these books is closer to playing a game than reading a novel. Another feature I’m surprisingly happy with is the journal. While testing branching stories, I kept finding myself taking notes elsewhere. So now BOOKSOLE has a built-in journal where players can leave thoughts, theories, and route notes while they play. It feels especially useful for mystery stories or books with hidden paths. A few quality-of-life improvements made it in too: Search across story pages Adjustable font sizes Backtracking through visited pages Import/export support for saves and progress Better organization of runs and statistics Looking at the project now, it finally feels like the original vision is starting to come together. The idea was never to build another ebook reader. The idea was to build a fictional retro console dedicated entirely to interactive fiction. A place where opening a book feels like inserting a cartridge. Version 0.5 is probably the first release where that idea actually comes across. Next up, I’m focusing on better EPUB support, smarter metadata extraction, richer achievement systems, and generally making the stories themselves feel more alive inside the platform. But for now, I’m pretty happy with where BOOKSOLE is. It’s weird. It’s overly nostalgic. And it’s finally starting to feel like its own thing."}, {"post_id": 9276, "ts": "2026-06-15T16:03:12Z", "hours": 5.5922, "text": "Added a new Home Screen and an intro story"}, {"post_id": 8809, "ts": "2026-06-14T17:12:37Z", "hours": 4.4892, "text": "Devlog 2 Added a boot screen and implemented a proper parser. I tested it with Give Yourself Goosebumps #15: Don’t Feed the Vampire , and it worked very well. This was a major milestone and greatly increased my confidence in the project. My next goal is to add support for user-created stories so that players can create and share their own interactive adventures. This will make the project more flexible and allow the community to contribute new content."}, {"post_id": 7677, "ts": "2026-06-12T20:31:04Z", "hours": 1.9189, "text": "When Books Become Cartridges A self-hosted, browser-based book console where your CYOA novels are the game. I’ve been thinking about what it would look like if the “Give Yourself Goosebumps” series never stopped being a game. You’d pick up the book, flip to a page, make a choice, flip again — and the whole time it felt less like reading and more like playing. The book was the cartridge. You were the console. That’s the idea behind Booksole. What is it? Booksole is a , single-file HTML app (for now)that turns choose-your-own-adventure books into playable games — complete with save slots, multiple playthroughs, auto-generated achievements, and an endings tracker. You drop in a plain .txt copy of your book. The app parses it, maps out all the branching paths, counts the endings, and boots it up like a game cartridge being slotted into a console. No server. No sign-up. No subscription. Just a file in a browser. The whole thing runs locally. Your books never leave your device. The Inspiration R.L. Stine’s Give Yourself Goosebumps series was my first experience with non-linear storytelling. You weren’t just reading — you were playing. Every “turn to page 52” was a decision with consequences. Some paths led to victory. Most led to something horrible. And the thrill was in finding all of them. Modern games have achievements, save states, completion trackers. Why don’t books? Stardance answers that question. It treats your book like a game ROM. It reads the branching structure, builds a graph of every page and decision, and wraps the whole thing in an interface that feels like a retro console — monospace font, dark terminal aesthetic, endings map, achievement popups. Every book you upload gets its own automatically generated achievement list based on its structure: find your first ending, reach a good ending, discover all the bad endings, finish in three choices or fewer. The game figures out what’s achievable by analyzing the book itself at parse time. v0.1 — What’s in it Cartridge loading — drop a .txt file and the parser scans for page markers and “turn to page X” instructions, rebuilds the branching tree, and launches Multiple save slots — run through the book multiple times simultaneously, each as a separate playthrough Endings map — a dot grid showing every ending in the book, colored by type (good / bad / neutral), filling in as you discover them Auto-generated achievements — built from graph analysis at load time, no hand-crafting needed Achievement toasts — unlock notifications that feel like a game, not a reading app Session stats choices made, pages visited, play throughs started, endings found Persistent saves everything lives in localStorage, survives page reloads the entire app is one .html file, no build step, no dependencies, no installing any software If any one has any suggestions on any features to add or any technologies that could be incorporated to make the development or the user experience easier please do give feedback"}]...
|
Title: Booksole by @anujkishan918 | Stardance
Dev Title: Booksole by @anujkishan918 | Stardance
Devlogs:
When Books Become Cartridges A self-hosted, browser-based book console where your CYOA novels are the game. I’ve been thinking about what it would look like if the “Give Yourself Goosebumps” series never stopped being a game. You’d pick up the book, flip to a page, make a choice, flip again — and the whole time it felt less like reading and more like playing. The book was the cartridge. You were the console. That’s the idea behind Booksole. What is it? Booksole is a , single-file HTML app (for now)that turns choose-your-own-adventure books into playable games — complete with save slots, multiple playthroughs, auto-generated achievements, and an endings tracker. You drop in a plain .txt copy of your book. The app parses it, maps out all the branching paths, counts the endings, and boots it up like a game cartridge being slotted into a console. No server. No sign-up. No subscription. Just a file in a browser. The whole thing runs locally. Your books never leave your device. The Inspiration R.L. Stine’s Give Yourself Goosebumps series was my first experience with non-linear storytelling. You weren’t just reading — you were playing. Every “turn to page 52” was a decision with consequences. Some paths led to victory. Most led to something horrible. And the thrill was in finding all of them. Modern games have achievements, save states, completion trackers. Why don’t books? Stardance answers that question. It treats your book like a game ROM. It reads the branching structure, builds a graph of every page and decision, and wraps the whole thing in an interface that feels like a retro console — monospace font, dark terminal aesthetic, endings map, achievement popups. Every book you upload gets its own automatically generated achievement list based on its structure: find your first ending, reach a good ending, discover all the bad endings, finish in three choices or fewer. The game figures out what’s achievable by analyzing the book itself at parse time. v0.1 — What’s in it Cartridge loading — drop a .txt file and the parser scans for page markers and “turn to page X” instructions, rebuilds the branching tree, and launches Multiple save slots — run through the book multiple times simultaneously, each as a separate playthrough Endings map — a dot grid showing every ending in the book, colored by type (good / bad / neutral), filling in as you discover them Auto-generated achievements — built from graph analysis at load time, no hand-crafting needed Achievement toasts — unlock notifications that feel like a game, not a reading app Session stats choices made, pages visited, play throughs started, endings found Persistent saves everything lives in localStorage, survives page reloads the entire app is one .html file, no build step, no dependencies, no installing any software If any one has any suggestions on any features to add or any technologies that could be incorporated to make the development or the user experience easier please do give feedback
Devlog 2 Added a boot screen and implemented a proper parser. I tested it with Give Yourself Goosebumps #15: Don’t Feed the Vampire , and it worked very well. This was a major milestone and greatly increased my confidence in the project. My next goal is to add support for user-created stories so that players can create and share their own interactive adventures. This will make the project more flexible and allow the community to contribute new content.
Added a new Home Screen and an intro story
BOOKSOLE v0.5 — It Finally Feels Like a Real Thing For a while, BOOKSOLE could load interactive books, parse them, and let you navigate choices, but it still felt like a tool. Functional, but not something with an identity. This update was about changing that. The biggest addition is the new library system. Instead of dropping straight into a book, you now land in a cartridge-style library where every story lives on a shelf. You can browse covers, check metadata, see your progress, and launch a book like you’re pulling a game off an old console rack. That shift sounds small, but it completely changed how the project feels. The other thing I spent an unreasonable amount of time on was the intro sequence. I could have gone with a simple splash screen, but instead I ended up building a fully animated pixel-art opening scene from scratch. Every character, prop, and background element is drawn procedurally on a canvas. Max, Victor, the mysterious cartridge, the old CRT aesthetic—it’s all there. Was it necessary? Absolutely not. But it was fun, and BOOKSOLE is the kind of project where atmosphere matters. After the intro, the application now boots like a retro console. There’s a fake startup sequence, loading messages, scanlines, pulsing graphics, and all the little details that make it feel like you’re powering on a strange forgotten machine rather than opening a web app. I also added a proper book details screen. Books now have their own dedicated page with cover art, author information, descriptions, tags, and progress statistics. It makes imported stories feel more like collectibles and less like files sitting in a folder. On the gameplay side, save slots finally arrived. This was something I wanted from the beginning because gamebooks are all about experimentation. Sometimes you want to make the reckless choice just to see what happens. Multiple save slots make that possible without destroying a perfectly good run. To support replayability even more, I built an ending discovery system. BOOKSOLE now keeps track of endings you’ve found and visualizes them through a simple ending map. Good endings, bad endings, weird endings—you can slowly fill out your collection as you explore different routes. There’s also a lightweight achievement system now. Nothing too serious, just a way to track things like choices made, pages visited, endings discovered, and total runs. It’s a small thing, but it reinforces the idea that reading these books is closer to playing a game than reading a novel. Another feature I’m surprisingly happy with is the journal. While testing branching stories, I kept finding myself taking notes elsewhere. So now BOOKSOLE has a built-in journal where players can leave thoughts, theories, and route notes while they play. It feels especially useful for mystery stories or books with hidden paths. A few quality-of-life improvements made it in too: Search across story pages Adjustable font sizes Backtracking through visited pages Import/export support for saves and progress Better organization of runs and statistics Looking at the project now, it finally feels like the original vision is starting to come together. The idea was never to build another ebook reader. The idea was to build a fictional retro console dedicated entirely to interactive fiction. A place where opening a book feels like inserting a cartridge. Version 0.5 is probably the first release where that idea actually comes across. Next up, I’m focusing on better EPUB support, smarter metadata extraction, richer achievement systems, and generally making the stories themselves feel more alive inside the platform. But for now, I’m pretty happy with where BOOKSOLE is. It’s weird. It’s overly nostalgic. And it’s finally starting to feel like its own thing.
Introduction Cutscene Redesign This build focused exclusively on overhauling the intro cutscene that plays before the BOOKSOLE boot sequence. At the start of development, BOOKSOLE was already a complete self-contained HTML application featuring a retro game-console styled gamebook reader, cartridge library, EPUB/TXT importers, branching-choice reader, save slots, achievements, journal, and search functionality. The only unfinished-looking component was the opening cutscene, which functioned correctly but felt more like a placeholder than a polished introduction.The original cutscene ran on a 480×270 canvas with 3× pixel scaling. Characters were built from simple flat rectangles with very little detail, while backgrounds consisted mostly of solid colors and basic shapes. Rather than patching the existing artwork, the entire rendering system was rebuilt. The canvas size was increased to 640×360 while maintaining the 16:9 aspect ratio, and logical pixel size was increased from 3px to 4px. This provided significantly more room for detail while preserving the chunky pixel-art style.A major part of the redesign was expanding the color palette. The original palette contained around 25 colors, which limited shading options. The new palette contains roughly 60 colors organized by material type, allowing characters, props, and environments to use highlights, shadows, and depth. Every major sprite was rebuilt with proper shading and detail. New assets such as the moon, roof, curtains, chimney, mailbox, and ground elements were added, alongside three new creatures: a ventriloquist dummy, a haunted mask with glowing eyes, and a sinister garden gnome.Because the larger canvas changed the coordinate system substantially, all seven intro scenes were rebuilt from scratch rather than modified. These scenes include the title card, Victor spying on his neighbors, Victor’s laboratory, the package delivery, Max opening the package, the digital vortex sequence, and the final library reveal.A significant amount of work came from visual issues that automated testing could not detect. Screenshot reviews revealed problems such as furniture partially covering characters’ faces, fan letters floating unrealistically above a mailbox, an incorrectly proportioned hand holding the cartridge, and perspective lines that unintentionally converged behind a character’s head. These issues were corrected through scene-by-scene layout adjustments. The computer monitor in Victor’s lab was also redesigned so its display resembled actual code instead of loading bars.Another major improvement involved the dialogue system. The original dialogue box occupied a large opaque panel that obscured much of the artwork. It was replaced with a slimmer translucent gradient banner that automatically adjusts to the amount of text being displayed, allowing players to see more of each scene while maintaining readability.A final narrative pass strengthened the ending by moving previously hidden monsters into the foreground and adding narration that draws attention to them. Additional in-universe book titles, including The Babysitter’s Basement and Camp Deadlake, were added as flavor text to reinforce the horror-book atmosphere.Testing combined headless runtime simulation with manual screenshot review. Automated testing successfully identified runtime issues, while screenshot reviews were essential for catching visual composition problems. The intro remains a scripted sequence with click-to-advance dialogue and a SKIP INTRO option that jumps directly to the boot sequence. No changes were made to the library, parser, reader, saves, achievements, journal, or search systems; this update was focused entirely on improving the quality and presentation of the seven-scene introduction.
Ships:
BOOKSOLE is an interactive platform based on the idea of the retro game-console for Choose your own adventure books like the ones from goosebumps which are my favorite now you can play these books directly in your browser. The idea behind the application was to allow the users to feel that they were inserting a cartridge into the old game console, not just opening some document reader. The whole project is done using only one HTML-file and comprises such features as a library, ability to import TXT- and EPUB-formatted books, parser of branch stories, save slots, achievements, journal, searching and many more. The main difficulties in the process of development of BOOKSOLE were to develop an adaptable parser that could parse various gamebooks with different styles, page numbering and endings, and to coordinate all the features of the application. It was difficult to create a proper parser because of different styles of writing the gamebooks and to develop something that would be able to correctly parse all the books. One of the other problems is connected with application state management. Due to the presence of saves, achievements, endings found, journal and statistic information the application had to keep track of all of these at once. A user interface design was yet another crucial aspect of the project. Instead of working on a common reader app, I aimed at creating the whole process to be similar to playing with an old retro game console. This includes such elements as a booting process, cartridge library, achievements display, saving slots system, and several themed menus, all of which have the same aesthetic design. Moreover, the latest version of the software contains a redesign of an introductory animation, which involves changing a mere placeholder to a wider screen space, better pixel art and more sprites. There are a lot of aspects in my project I am particularly proud of, but the most noteworthy is the number of features implemented in just one HTML file. The process of development changed a simple reader program into a complex platform with progression, collectibles, searchable stories, saving system, paths tracking, and library management of several books. Besides, I believe that I achieved success in terms of presentation: whereas many other IF programs are concerned only with their functionality, BOOKSOLE is more playful and nostalgic. For testing the project, it is necessary to firstly download the html file from Github and open the downloaded HTML file ,Watch or skip through the intro and go straight to the boot screen with the help of a special button. After loading the system, you should import an acceptable TXT or EPUB file and open the cartridge with the imported gamebook. You can begin playing and making choices. You can try forming save slots, achieving accomplishments, finding keywords, and exploring story lines. All found endings will be registered in the journal, and all visited places will appear on the map of endings....
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1793775203.020968
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1794639203.020968
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16443
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My first slack bot! by @aahana_p | Stardance
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aahana_p
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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 @aahana_p | Stardanc Title: My first slack bot! by @aahana_p | Stardance...
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1793782126.195006
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1794386926.195006
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16444
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Gridless: New Horizons by @shadxen-fx | Stardance
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shadxen-fx
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0
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8.84
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0
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[]
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[{"post_id": 15218, "ts": "202 [{"post_id": 15218, "ts": "2026-06-24T18:40:51Z", "hours": 2.0256, "text": "Dev Log 8 — THE ECONOMY IS ALIVE (And crashing into traffic pays) WE HAVE A DEALERSHIP AND COLD HARD CASH NOW!! HEAVILY expanded the game loop by moving past the sandbox stage and introducing our first functional progression systems. I built out a clean, modern landing page/start screen to welcome players before they drop into the city, complete with smooth backdrop blurs. From there, you can hop straight into the brand-new Garage and Dealership overlay. The dealership features a fully populated grid displaying every vehicle class, complete with UI image previews for each ride and real-time ownership states. To complement the new screens, I also gave the HUD a massive facelift, swapping out the basic UI for a beautiful, responsive analog speedometer that dynamically reacts to your current vehicle profile’s top speed. Got the baseline currency engine fully wired up and tracking across the session. Money isn’t just a static variable anymore; you actively generate cash dynamically based on how you play. You get a steady flow of passive income just for cruising around, a high-speed multiplier that drops more cash the faster you push the speedometer, and a “reckless driving” bonus that rewards you with a payout whenever you trigger the arcade crash physics and launch AI traffic into orbit. To make balancing and tuning the car prices easier during development, I also thrown in a temporary on-screen Test Panel that lets me inject cash or reset the balance with a click. There were some problems I encountered on the way while getting all these UI layers and states talking to the main Three.js engine. Figuring out the DOM overlay Z-indexing took a bit of trial and error to make sure the menus sat cleanly over the canvas without breaking the mouse-drag orbit controls. The biggest headache, though, was managing performance. Everything ran fine until I started adding more features, causing some massive main-thread lag and heavy input delay. I originally thought the new UI rendering or the currency calculations were locking things up, but it turned out to be a massive bottleneck with the PCFSoftShadowMap rendering at 2048x2048 resolution, especially when combined with high device pixel ratios and individual shadow calculations on every single moving traffic car. I managed to optimise it heavily by killing off shadows on the ambient AI cars completely, letting us keep flawless input response times while keeping the player’s car shadow intact. Next up: Now that the economy is working, I really need to make sure the AI is behaving correctly at intersections. I still want to implement that GTA-style police system to give players a reason to run from the law once they’ve racked up cash from crashing into cars. Any suggestions on car pricing or how much cash you should get per crash, please let me know!"}, {"post_id": 11907, "ts": "2026-06-19T12:21:15Z", "hours": 0.6906, "text": "Devlog 7 - Today I focused on learning how to make a minimap, this was quite a long process as I watched a few YouTube videos on how to use the Renderer function, however it did come out quite well in the end, as seen in the picture it shows a sort of simplified top-down view of the road and also smaller versions of the AI traffic on the roads. I also tried to build functional traffic lights at each intersection. I had to use the inbuilt tools to model the lights as I couldn’t really find any proper pre-built models. They do seem to work in terms of changing colours, but I am yet to pair it with the traffic behaviour which I will be doing soon. I also ported in a few more Kenney Kit car models to upgrade the selection of driveable cars in the game. I will soon start the currency system and law system as well."}, {"post_id": 11610, "ts": "2026-06-18T22:04:26Z", "hours": 0.6369, "text": "Dev log 6- WE HAVE PROPER BUILDINGS NOW!! HEAVILY improved the physics model. The physics model is arcade-style, built around per-vehicle handling profiles. Each car has its own acceleration, braking, grip, and turn response values — so the F1 car feels snappy and twitchy while the SUV feels heavy and sluggish. Collisions with traffic cars trigger a knock-back system that launches them with randomised rotation velocities and a basic bounce on landing. Building collisions just reverse your momentum so you bounce off rather than clip through. Of course I do want to improve the model, try and make it a bit more realistic, if I can I will try and model a ‘damaged’ version of the car that the model shifts to when involved in a collision. Got the base city sim running in the game with a procedural infinite chunk system, day/night cycle, and arcade crash physics. Started porting the Kenney City Kit (Commercial) pack to replace the placeholder box buildings — all 35 GLB models are registered and loading asynchronously with box fallbacks while they stream in. Ran into a few path issues getting the assets wired up correctly across the project folder structure, which ate some time. Also squashed a reverse gear bug caused by a double-negative in the physics loop. There were some problems I encountered on the way while writing the code for times and setting changes, during development, daytime driving ran at a flawless 60 FPS. But the moment the clock hit 7:00 PM, performance completely tanked down to 12 FPS.I expected it to be the physics or memory leaks to be the culprit, but it was just a bad math problem with rendering shadows. I also learnt how to add different forms of lighting in the form of both lamp posts and head lights on the cars themselves. Next up: Traffic Lights possibly?? Maybe improve the UI a bit more and also make sure the AI is behaving correctly. I also want to implement a GTA style police system, and possibly a currency system where you earn credits when u crash into cars which can later be spent on getting better car models. Any suggestions, please let me know!"}, {"post_id": 11403, "ts": "2026-06-18T17:45:46Z", "hours": 1.715, "text": "Dev Log 5- Spent a good few hours setting up a much cleaner, more responsive user interface. This included building out a dedicated garage control panel that features an interactive headlight switch synced perfectly with the existing keyboard bindings. The HUD and telemetry gauges were also refined to give better layout feedback on speed and active vehicle statuses without cluttering the screen.The structural layout of the world received a major upgrade as well. The building generation logic was completely reworked to create a significantly better, more immersive cityscape. Spacing, height varieties, and blocks were tuned alongside an updated day/night cycle that properly adjusts atmospheric fog and ambient lighting based on the position of the sun.Additionally, a massive chunk of time went into getting the AI traffic to actually work correctly. The tracking matrices were refactored so that the procedural cars recognize both the player and fellow commuters, allowing them to form clean lanes and slow down rather than creating clipping pileups. On top of that, the crash physics were successfully re-integrated; slamming into a target now calculates a kinetic knock-back vector, sending the AI spinning and launching into a gravity-bound arc that provides maximum impact feedback while keeping the chaos contained. Next up on the list will be implementing functional traffic light cycles at the intersections and applying building textures to phase out the flat solid colours."}, {"post_id": 11252, "ts": "2026-06-18T12:28:24Z", "hours": 1.6219, "text": "Dev Log 4 - 3D car game. The project has moved beyond a simple driving prototype into a more advanced 3D traffic simulation. The system now supports imported car models, a working camera control system, and improved AI traffic behaviour. The focus has shifted from basic movement to building a more structured traffic environment with multiple systems interacting at once. Vehicle System The vehicle system has been upgraded from simple placeholder meshes to fully imported 3D car models. This improves visual quality and makes traffic feel more varied and realistic. AI traffic now uses a random selection system when spawning cars, which assigns different car models to different vehicles. This creates more visual variety on the road and makes traffic easier to read. The player vehicle is still handled separately from AI traffic, which keeps control responsive and prevents interference between systems. AI Traffic System The AI system currently uses lane-based movement where cars follow grid-aligned directions. Each car is assigned a direction on spawn and continues moving along that axis. Traffic spawning has been improved so cars appear in structured positions aligned with the road grid rather than random world coordinates. Basic interaction between cars is also present, including collision checks and spacing logic to prevent overlap. However, there is currently a major issue where traffic sometimes stops moving completely. This is likely caused by cars entering a blocked state that is not properly reset or a velocity value not being restored after collision handling. This is the next major bug to fix. Camera System A mouse-controlled camera panning system has been added. This allows the player to look around while driving instead of being locked to a fixed camera angle. The camera still follows the player smoothly but now includes manual input, making movement feel more natural and giving better spatial awareness in traffic. World Structure The environment is built on a grid-based road system. Roads are aligned along fixed axes, which provides structure for both player movement and AI navigation. This grid system allows for predictable traffic behaviour and supports scaling the world without major changes to core logic. The world is still visually simple, but the underlying structure is stable and supports further expansion such as intersections and traffic rules. Known Issues Traffic occasionally stops moving entirely and does not resume. This is the most important issue currently affecting the simulation. Some AI cars become stuck at intersections due to collision or state handling not resetting correctly. There may also be mismatches between car rotation and movement direction in some cases, especially after collisions or model changes. These issues suggest that the AI system currently lacks a proper state management structure. Next Steps The next priority is to fix the traffic freeze bug by reviewing how movement states and collision responses are handled. After that, the AI system should be refactored into a proper state-based system. Each car should have clear states such as moving, waiting, and blocked, rather than relying on simple speed changes. Once stability is improved, the next major upgrade will be intersection logic. This will include controlled turning behaviour and basic traffic rules such as right of way or traffic lights. A longer-term improvement will be replacing random movement with destination-based navigation so cars actually travel from point A to point B instead of spawning and moving endlessly."}, {"post_id": 10939, "ts": "2026-06-17T22:39:39Z", "hours": 0.895, "text": "Dev Log 3 – 3D Car Game (Traffic + World System Update) Today the focus was on making the world feel less empty and giving AI cars more believable behaviour at junctions. The environment now uses a grid-based road system, where roads run in straight lines across both axes. AI cars are spawned directly on these roads and are assigned a fixed direction along either the X or Z axis. This keeps traffic aligned with the lanes instead of drifting onto the grass. A chunk-based building system was added so the world is no longer limited to a fixed square. Buildings are generated around the player as they move, based on which chunk of the map they are currently in. This makes the environment feel continuous and removes the visible edge of the map. Intersections are now detected using the road grid. When a car reaches a point where both the X and Z positions align with a grid crossing, it is treated as an intersection. This allows the game to recognise junctions dynamically instead of hardcoding them. A basic intersection blocking system was also introduced. Cars now check whether another vehicle is already using the same intersection. If it is occupied, the car will stop before entering and wait until it becomes clear. This prevents multiple cars from crossing at the same time and reduces overlap at junctions. Traffic behaviour was adjusted so cars no longer rely on simple frame skipping. Instead, they actively pause movement when blocked and resume once the intersection is free. This makes the stopping behaviour more visible and consistent during gameplay. Several bugs were fixed during this update, including incorrect chunk key formatting, a broken loop structure in the chunk generation system, a typo in traffic positioning, and inconsistencies in how cars were rotated based on direction. The intersection detection range was also widened slightly to make triggering more reliable. There are still limitations in the current system. Cars do not yet form proper queues when waiting, and they do not make turning decisions at intersections. The blocking logic is also very simple, allowing only one car through at a time without priority rules or traffic lights. Future improvements will focus on making traffic flow more natural. This includes adding proper queuing behaviour, introducing traffic lights, allowing cars to turn at intersections, and improving braking so cars slow down gradually instead of stopping instantly."}, {"post_id": 7412, "ts": "2026-06-12T10:42:13Z", "hours": 0.4603, "text": "Added Roads and Building refinement - fixed the original AI traffic movement from aimlessly moving around, now they follow lanes properly (however some travel sideways in a certain direction of road layout which I plan to fix shortly) Added city roads across the map -Reintroduced building collisions so the player bounces off buildings. Restored AI traffic spawning. Fixed empty grass areas by expanding the city. Identified a traffic bug causing stretched green vehicles and server lag. Next objective: rebuild the traffic system with proper lanes, turning behaviour, and realistic road following. As well as building the car models and the in game UI."}, {"post_id": 6788, "ts": "2026-06-11T11:30:46Z", "hours": 0.7956, "text": "Dev Log - 3D Car City Game What got built Started turning a simple car demo into a city driving sim Replaced endless road idea with a flat city world Added building generation across a grid system Introduced traffic cars that move in the world Added police system that reacts when speeding Added basic collision system for buildings Started shifting toward an “infinite city” structure ⸻ Key systems working now Car movement with rotation and speed physics Camera follow system Procedural building generation Traffic spawning and movement Police spawn when speed limit is broken Basic collision response with buildings ⸻ Problems found and fixed Car could drive through buildings due to weak collision checks World ended after a fixed area instead of continuing Some code errors broke building generation and movement Traffic was too random and not structured like road behaviour ⸻ Next planned upgrades Proper infinite city chunk loading Road and lane system inside city blocks Improved traffic AI (lane following instead of random movement) Car models instead of cubes Police improvements (sirens, chasing logic, stopping system) UI system (speedometer, cash, fines) ⸻ Current state Playable prototype, but still early stage: You can drive around a city Collisions partially work Traffic and police exist but are simple World generation is now being upgraded to infinite streaming"}]...
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Title: Gridless: New Horizons by @shadxen-fx | Sta Title: Gridless: New Horizons by @shadxen-fx | Stardance
Devlogs:
Dev Log - 3D Car City Game What got built Started turning a simple car demo into a city driving sim Replaced endless road idea with a flat city world Added building generation across a grid system Introduced traffic cars that move in the world Added police system that reacts when speeding Added basic collision system for buildings Started shifting toward an “infinite city” structure ⸻ Key systems working now Car movement with rotation and speed physics Camera follow system Procedural building generation Traffic spawning and movement Police spawn when speed limit is broken Basic collision response with buildings ⸻ Problems found and fixed Car could drive through buildings due to weak collision checks World ended after a fixed area instead of continuing Some code errors broke building generation and movement Traffic was too random and not structured like road behaviour ⸻ Next planned upgrades Proper infinite city chunk loading Road and lane system inside city blocks Improved traffic AI (lane following instead of random movement) Car models instead of cubes Police improvements (sirens, chasing logic, stopping system) UI system (speedometer, cash, fines) ⸻ Current state Playable prototype, but still early stage: You can drive around a city Collisions partially work Traffic and police exist but are simple World generation is now being upgraded to infinite streaming
Added Roads and Building refinement - fixed the original AI traffic movement from aimlessly moving around, now they follow lanes properly (however some travel sideways in a certain direction of road layout which I plan to fix shortly) Added city roads across the map -Reintroduced building collisions so the player bounces off buildings. Restored AI traffic spawning. Fixed empty grass areas by expanding the city. Identified a traffic bug causing stretched green vehicles and server lag. Next objective: rebuild the traffic system with proper lanes, turning behaviour, and realistic road following. As well as building the car models and the in game UI.
Dev Log 3 – 3D Car Game (Traffic + World System Update) Today the focus was on making the world feel less empty and giving AI cars more believable behaviour at junctions. The environment now uses a grid-based road system, where roads run in straight lines across both axes. AI cars are spawned directly on these roads and are assigned a fixed direction along either the X or Z axis. This keeps traffic aligned with the lanes instead of drifting onto the grass. A chunk-based building system was added so the world is no longer limited to a fixed square. Buildings are generated around the player as they move, based on which chunk of the map they are currently in. This makes the environment feel continuous and removes the visible edge of the map. Intersections are now detected using the road grid. When a car reaches a point where both the X and Z positions align with a grid crossing, it is treated as an intersection. This allows the game to recognise junctions dynamically instead of hardcoding them. A basic intersection blocking system was also introduced. Cars now check whether another vehicle is already using the same intersection. If it is occupied, the car will stop before entering and wait until it becomes clear. This prevents multiple cars from crossing at the same time and reduces overlap at junctions. Traffic behaviour was adjusted so cars no longer rely on simple frame skipping. Instead, they actively pause movement when blocked and resume once the intersection is free. This makes the stopping behaviour more visible and consistent during gameplay. Several bugs were fixed during this update, including incorrect chunk key formatting, a broken loop structure in the chunk generation system, a typo in traffic positioning, and inconsistencies in how cars were rotated based on direction. The intersection detection range was also widened slightly to make triggering more reliable. There are still limitations in the current system. Cars do not yet form proper queues when waiting, and they do not make turning decisions at intersections. The blocking logic is also very simple, allowing only one car through at a time without priority rules or traffic lights. Future improvements will focus on making traffic flow more natural. This includes adding proper queuing behaviour, introducing traffic lights, allowing cars to turn at intersections, and improving braking so cars slow down gradually instead of stopping instantly.
Dev Log 4 - 3D car game. The project has moved beyond a simple driving prototype into a more advanced 3D traffic simulation. The system now supports imported car models, a working camera control system, and improved AI traffic behaviour. The focus has shifted from basic movement to building a more structured traffic environment with multiple systems interacting at once. Vehicle System The vehicle system has been upgraded from simple placeholder meshes to fully imported 3D car models. This improves visual quality and makes traffic feel more varied and realistic. AI traffic now uses a random selection system when spawning cars, which assigns different car models to different vehicles. This creates more visual variety on the road and makes traffic easier to read. The player vehicle is still handled separately from AI traffic, which keeps control responsive and prevents interference between systems. AI Traffic System The AI system currently uses lane-based movement where cars follow grid-aligned directions. Each car is assigned a direction on spawn and continues moving along that axis. Traffic spawning has been improved so cars appear in structured positions aligned with the road grid rather than random world coordinates. Basic interaction between cars is also present, including collision checks and spacing logic to prevent overlap. However, there is currently a major issue where traffic sometimes stops moving completely. This is likely caused by cars entering a blocked state that is not properly reset or a velocity value not being restored after collision handling. This is the next major bug to fix. Camera System A mouse-controlled camera panning system has been added. This allows the player to look around while driving instead of being locked to a fixed camera angle. The camera still follows the player smoothly but now includes manual input, making movement feel more natural and giving better spatial awareness in traffic. World Structure The environment is built on a grid-based road system. Roads are aligned along fixed axes, which provides structure for both player movement and AI navigation. This grid system allows for predictable traffic behaviour and supports scaling the world without major changes to core logic. The world is still visually simple, but the underlying structure is stable and supports further expansion such as intersections and traffic rules. Known Issues Traffic occasionally stops moving entirely and does not resume. This is the most important issue currently affecting the simulation. Some AI cars become stuck at intersections due to collision or state handling not resetting correctly. There may also be mismatches between car rotation and movement direction in some cases, especially after collisions or model changes. These issues suggest that the AI system currently lacks a proper state management structure. Next Steps The next priority is to fix the traffic freeze bug by reviewing how movement states and collision responses are handled. After that, the AI system should be refactored into a proper state-based system. Each car should have clear states such as moving, waiting, and blocked, rather than relying on simple speed changes. Once stability is improved, the next major upgrade will be intersection logic. This will include controlled turning behaviour and basic traffic rules such as right of way or traffic lights. A longer-term improvement will be replacing random movement with destination-based navigation so cars actually travel from point A to point B instead of spawning and moving endlessly.
Dev Log 5- Spent a good few hours setting up a much cleaner, more responsive user interface. This included building out a dedicated garage control panel that features an interactive headlight switch synced perfectly with the existing keyboard bindings. The HUD and telemetry gauges were also refined to give better layout feedback on speed and active vehicle statuses without cluttering the screen.The structural layout of the world received a major upgrade as well. The building generation logic was completely reworked to create a significantly better, more immersive cityscape. Spacing, height varieties, and blocks were tuned alongside an updated day/night cycle that properly adjusts atmospheric fog and ambient lighting based on the position of the sun.Additionally, a massive chunk of time went into getting the AI traffic to actually work correctly. The tracking matrices were refactored so that the procedural cars recognize both the player and fellow commuters, allowing them to form clean lanes and slow down rather than creating clipping pileups. On top of that, the crash physics were successfully re-integrated; slamming into a target now calculates a kinetic knock-back vector, sending the AI spinning and launching into a gravity-bound arc that provides maximum impact feedback while keeping the chaos contained. Next up on the list will be implementing functional traffic light cycles at the intersections and applying building textures to phase out the flat solid colours.
Dev log 6- WE HAVE PROPER BUILDINGS NOW!! HEAVILY improved the physics model. The physics model is arcade-style, built around per-vehicle handling profiles. Each car has its own acceleration, braking, grip, and turn response values — so the F1 car feels snappy and twitchy while the SUV feels heavy and sluggish. Collisions with traffic cars trigger a knock-back system that launches them with randomised rotation velocities and a basic bounce on landing. Building collisions just reverse your momentum so you bounce off rather than clip through. Of course I do want to improve the model, try and make it a bit more realistic, if I can I will try and model a ‘damaged’ version of the car that the model shifts to when involved in a collision. Got the base city sim running in the game with a procedural infinite chunk system, day/night cycle, and arcade crash physics. Started porting the Kenney City Kit (Commercial) pack to replace the placeholder box buildings — all 35 GLB models are registered and loading asynchronously with box fallbacks while they stream in. Ran into a few path issues getting the assets wired up correctly across the project folder structure, which ate some time. Also squashed a reverse gear bug caused by a double-negative in the physics loop. There were some problems I encountered on the way while writing the code for times and setting changes, during development, daytime driving ran at a flawless 60 FPS. But the moment the clock hit 7:00 PM, performance completely tanked down to 12 FPS.I expected it to be the physics or memory leaks to be the culprit, but it was just a bad math problem with rendering shadows. I also learnt how to add different forms of lighting in the form of both lamp posts and head lights on the cars themselves. Next up: Traffic Lights possibly?? Maybe improve the UI a bit more and also make sure the AI is behaving correctly. I also want to implement a GTA style police system, and possibly a currency system where you earn credits when u crash into cars which can later be spent on getting better car models. Any suggestions, please let me know!
Devlog 7 - Today I focused on learning how to make a minimap, this was quite a long process as I watched a few YouTube videos on how to use the Renderer function, however it did come out quite well in the end, as seen in the picture it shows a sort of simplified top-down view of the road and also smaller versions of the AI traffic on the roads. I also tried to build functional traffic lights at each intersection. I had to use the inbuilt tools to model the lights as I couldn’t really find any proper pre-built models. They do seem to work in terms of changing colours, but I am yet to pair it with the traffic behaviour which I will be doing soon. I also ported in a few more Kenney Kit car models to upgrade the selection of driveable cars in the game. I will soon start the currency system and law system as well.
Dev Log 8 — THE ECONOMY IS ALIVE (And crashing into traffic pays) WE HAVE A DEALERSHIP AND COLD HARD CASH NOW!! HEAVILY expanded the game loop by moving past the sandbox stage and introducing our first functional progression systems. I built out a clean, modern landing page/start screen to welcome players before they drop into the city, complete with smooth backdrop blurs. From there, you can hop straight into the brand-new Garage and Dealership overlay. The dealership features a fully populated grid displaying every vehicle class, complete with UI image previews for each ride and real-time ownership states. To complement the new screens, I also gave the HUD a massive facelift, swapping out the basic UI for a beautiful, responsive analog speedometer that dynamically reacts to your current vehicle profile’s top speed. Got the baseline currency engine fully wired up and tracking across the session. Money isn’t just a static variable anymore; you actively generate cash dynamically based on how you play. You get a steady flow of passive income just for cruising around, a high-speed multiplier that drops more cash the faster you push the speedometer, and a “reckless driving” bonus that rewards you with a payout whenever you trigger the arcade crash physics and launch AI traffic into orbit. To make balancing and tuning the car prices easier during development, I also thrown in a temporary on-screen Test Panel that lets me inject cash or reset the balance with a click. There were some problems I encountered on the way while getting all these UI layers and states talking to the main Three.js engine. Figuring out the DOM overlay Z-indexing took a bit of trial and error to make sure the menus sat cleanly over the canvas without breaking the mouse-drag orbit controls. The biggest headache, though, was managing performance. Everything ran fine until I started adding more features, causing some massive main-thread lag and heavy input delay. I originally thought the new UI rendering or the currency calculations were locking things up, but it turned out to be a massive bottleneck with the PCFSoftShadowMap rendering at 2048x2048 resolution, especially when combined with high device pixel ratios and individual shadow calculations on every single moving traffic car. I managed to optimise it heavily by killing off shadows on the ambient AI cars completely, letting us keep flawless input response times while keeping the player’s car shadow intact. Next up: Now that the economy is working, I really need to make sure the AI is behaving correctly at intersections. I still want to implement that GTA-style police system to give players a reason to run from the law once they’ve racked up cash from crashing into cars. Any suggestions on car pricing or how much cash you should get per crash, please let me know!...
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