|
17401
|
Untitled project by @orzo | Stardance
|
orzo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @orzo | Stardance
|
1793559101.5136247
|
1794163901.5136247
|
|
17402
|
hard where? by @Mish | Stardance
|
Mish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: hard where? by @Mish | Stardance
|
1793486967.577368
|
1794091767.577368
|
|
17403
|
Profile Website by @101zh | Stardance
|
101zh
|
0
|
3.95
|
0
|
[]
|
[{"post_id": 8367, "ts": "2026 [{"post_id": 8367, "ts": "2026-06-13T22:16:13Z", "hours": 1.4028, "text": "Things done: Made the cursor a “pointer” cursor when hovering over clickable items Added networking certifications section to homepage Used .webp on lab thumbnails for faster loading of those images Changed tagline title from “high school senior” to “incoming college freshman” refactored some ids and classes (doesn’t change anything functionally) PR Link"}, {"post_id": 7660, "ts": "2026-06-12T20:04:16Z", "hours": 2.5442, "text": "Things Done: Added a “Next” and “Previous” button for the modal window Added lab modal popup to the homepage Made section redirect link “(see all labs)” to be bold and underlined PR link"}]...
|
Title: Profile Website by @101zh | Stardance
Devl Title: Profile Website by @101zh | Stardance
Devlogs:
Things Done: Added a “Next” and “Previous” button for the modal window Added lab modal popup to the homepage Made section redirect link “(see all labs)” to be bold and underlined PR link
Things done: Made the cursor a “pointer” cursor when hovering over clickable items Added networking certifications section to homepage Used .webp on lab thumbnails for faster loading of those images Changed tagline title from “high school senior” to “incoming college freshman” refactored some ids and classes (doesn’t change anything functionally) PR Link...
|
1793465790.4101348
|
1794070590.4101348
|
|
17404
|
My very own WebOS by @Bhavish | Stardance
|
Bhavish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Bhavish | Stardance
|
1793476338.7385736
|
1794081138.7385736
|
|
17405
|
Untitled project by @sriyank | Stardance
|
sriyank
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @sriyank | Stardance
|
1793253394.1567068
|
1793858194.1567068
|
|
17406
|
Adjustable Fin Design (Hardware) by @aerospacethin Adjustable Fin Design (Hardware) by @aerospacething | Stardance...
|
aerospacething
|
0
|
1.8
|
0
|
[]
|
[{"post_id": 15322, "ts": "202 [{"post_id": 15322, "ts": "2026-06-24T21:48:06Z", "hours": 1.4, "text": "Devlog #2 - CAD Basically Complete Today I’ve basically finished with the CAD for my project, this did take a few days but I didn’t start posting on stardance until yesterday. Changes: slit for motor to fit into hull more space for eletronics slit for wiring to work fin shape changed to be more round fastened/revolute mates fixed cap adjusted to give more space static fin replicated on other side adjusting mounting to account for servo horn Only things that need to really be done now are seperating the components for 3d printing, and making a mount for the servos. I DIDN’T MAKE THESE COMPONENTS Breadboard Raspbery pi Servos: https://grabcad.com/library/micro-servo-sg90-9g-1 Servo horn: https://grabcad.com/library/mg90s-9g-micro-servo-medium-horn-12-holes-1"}, {"post_id": 14149, "ts": "2026-06-23T04:06:35Z", "hours": 0.4003, "text": "wasnt able to post this earlier bc of technical issues but we’re finally here… over the last few days i’ve made this beauty, which essentially is a rocket that will tilt fins based off the angle of attack of the rocket, w/an accelerometer in that top breadboard part for today, i simply just made some extra space for the components and finished modeling the hull with the servo/the horn included (since i forgot to make holes for those) the goal with this project is to eventually do a live fire test with actual components, but that’ll definently take awhile since im still new to this whole thing ps: i’ve spent way more than 24 mins on this project.. you can check my yt for the timelapses"}]...
|
Title: Adjustable Fin Design (Hardware) by @aerosp Title: Adjustable Fin Design (Hardware) by @aerospacething | Stardance
Devlogs:
wasnt able to post this earlier bc of technical issues but we’re finally here… over the last few days i’ve made this beauty, which essentially is a rocket that will tilt fins based off the angle of attack of the rocket, w/an accelerometer in that top breadboard part for today, i simply just made some extra space for the components and finished modeling the hull with the servo/the horn included (since i forgot to make holes for those) the goal with this project is to eventually do a live fire test with actual components, but that’ll definently take awhile since im still new to this whole thing ps: i’ve spent way more than 24 mins on this project.. you can check my yt for the timelapses
Devlog #2 - CAD Basically Complete Today I’ve basically finished with the CAD for my project, this did take a few days but I didn’t start posting on stardance until yesterday. Changes: slit for motor to fit into hull more space for eletronics slit for wiring to work fin shape changed to be more round fastened/revolute mates fixed cap adjusted to give more space static fin replicated on other side adjusting mounting to account for servo horn Only things that need to really be done now are seperating the components for 3d printing, and making a mount for the servos. I DIDN’T MAKE THESE COMPONENTS Breadboard Raspbery pi Servos: https://grabcad.com/library/micro-servo-sg90-9g-1 Servo horn: https://grabcad.com/library/mg90s-9g-micro-servo-medium-horn-12-holes-1...
|
1793433182.4271703
|
1794037982.4271703
|
|
17407
|
My first slack bot! by @Daithyasri | Stardance
|
Daithyasri
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Daithyasri | Starda Title: My first slack bot! by @Daithyasri | Stardance...
|
1793213778.156846
|
1793818578.156846
|
|
17408
|
My very own WebOS by @EbadAli | Stardance
|
EbadAli
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @EbadAli | Stardance
|
1793447250.9032419
|
1794052050.9032419
|
|
17409
|
My very own WebOS by @Samarth_K | Stardance
|
Samarth_K
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Samarth_K | Stardance
|
1793184690.6322393
|
1793789490.6322393
|
|
17410
|
Frictionless by @varg | Stardance
|
varg
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @varg | Stardance
|
1793389776.4357245
|
1793994576.4357245
|
|
17411
|
Untitled by @liamshamoeil | Stardance
|
liamshamoeil
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @liamshamoeil | Stardance
|
1793382817.092982
|
1793987617.092982
|
|
17412
|
NASA CONTROL SIM by @nishchaybhudia | Stardance
|
nishchaybhudia
|
1
|
11.0
|
182
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T13:53:55Z", "hours": 11.0, "multiplier": 16.59, "payout": 182, "blessing": "neutral", "text": "What I made I created a NASA style rocket simulator in Pygame with launch, orbit, and also mission selection. Players control a rocket, manage fuel and try to reach orbit. In orbit, they deploy satellites while avoiding debris and timing orbital windows. What was challenging … The hardest part was managing multiple game states without breaking transitions between them. Balancing the rocket physics so it feels realistic but still fun took a lot of tweaking. The angle maths for orbital windows and debris collision detection was also tricky. What I was proud of . I’m proud of the orbital gameplay because it adds timing and strategy beyond simple movement. The mission system changes difficulty in a meaningful way without changing the core game. The HUD, logs, and effects make the game feel complete and immersive. What people should know to test my project SPACE toggles the engine, R fixes engine failure, and D deploys satellites in orbit. The goal is to reach 80,000m and then deploy 3 satellites in green windows. Fuel, debris, and random failures can end a run early, so timing matters.", "repo": "https://github.com/Hidden-Ghost-123/NASA---CONTROL-DESK", "demo": "https://nbhudia.itch.io/nasa-rocket-mission-control"}]...
|
[{"post_id": 13838, "ts": "202 [{"post_id": 13838, "ts": "2026-06-22T17:57:07Z", "hours": 0.0, "text": "finshing off sharpening the UI . make changes to the corners of the screen and make the rocket launch smoother ."}, {"post_id": 8670, "ts": "2026-06-14T12:30:52Z", "hours": 1.0, "text": "Particle system: engine exhaust emits orange/yellow/red particles with lifetime, fade, and spread. Stage sep triggers a burst of white sparks. Screen shake: triggers on engine failure, stage sep, debris near miss, and collision. Magnitude + decay. Mission Select screen (new state before LAUNCH): STANDARD default settings, good starting point EXPRESS 70% fuel, fewer events, big time bonus DEBRIS STORM 9 debris pieces, more failures Mission name shown throughout HUD + logged on win. High score table: session based top 5 per mission. Shown on WIN screen; press H on menu to view all. Polished WIN screen: animated green scan lines + stars. FAIL screen: shows cause + survival time. Throttle bar added to HUD (shows ramp state). Rocket engine on indicator (green light on HUD). Debris proximity warning shown as distance readout. Orbital window “ping” animation when window opens."}, {"post_id": 8231, "ts": "2026-06-13T18:10:13Z", "hours": 0.0, "text": "• OrbitalWindow system: 3 rotating green arcs on the orbit ring. D key ONLY works when rocket is inside a window. Windows slowly drift at different speeds timing matters. A window goes grey and cooldown after each deployment. DebrisField: 5 pieces of orbiting space junk at varying radii/speeds (some retrograde). Collision = instant FAIL. Proximity warning: debris glows red + screen edge pulses when within 42px. Collision radius: 16px. Throttle upgraded: SPACE toggles, but engine now throttles UP gradually over 1 sec to add drama to ignition. Score breakdown: fuel bonus + time bonus + sat bonus, all shown separately on the WIN screen. FAIL now shows cause: collision vs fuel-out vs pad abort. Orbit panel (right-side): shows window status, debris count, and DEPLOY hint when inside a window. Max altitude cap removed: rocket keeps climbing during launch phase until fuel/orbit condition met. Random event rates tuned so failures feel fair, not cheap."}, {"post_id": 8126, "ts": "2026-06-13T15:53:35Z", "hours": 0.0, "text": "Full state machine: MENU , LAUNCH ,ORBIT , WIN / FAIL Menu screen with controls panel + mission briefing panel Animated bouncing rocket on menu with pulsing prompt Engine repair mechanic: press R after engine failure Fuel leak doesn’t insta kill; manageable drain Star field that alpha fades in as altitude climbs Rocket fins added, gravity turn tilt hinted HUD rewritten: Flight Computer panel and two progress bars (FUEL bar and ALTITUDE TO ORBIT bar during launch) Stage separation auto fires at 20 km with log message WIN / FAIL overlays with ENTER to restart ESC quits from anywhere Score calculation on win (fuel × 12 + time bonus) Satellite now drawn with solar panels Delta time physics: physics no longer frame rate dependent"}, {"post_id": 8077, "ts": "2026-06-13T14:17:08Z", "hours": 0.0, "text": "Features Added : Stage Separation System Automatic transition from Stage 1 to Stage 2 during ascent Stage specific performance changes Increased thrust and fuel capacity after separation Enhanced Orbital Behaviour Improved orbital movement calculations Orbit speed now varies based on spacecraft state Smoother transition from ascent to orbital operations Re entry Heat Framework Introduced atmospheric heating mechanics Heat accumulation and cooling systems Visual warning indicators for dangerous conditions"}, {"post_id": 8038, "ts": "2026-06-13T12:18:20Z", "hours": 1.0, "text": "focused on turning the simulator into a complete playable game with objectives, structure and also end conditions. new features added : Full mission win condition (deploy 3 satellites to succeed) Full mission fail condition (fuel depletion with no progress) Central Game controller system to manage all logic Clean separation between update and UI handling Global mission states: launch, orbit, win, fail Large scale integration of all previous systems into one loop"}, {"post_id": 7994, "ts": "2026-06-13T10:29:08Z", "hours": 1.0, "text": "introduced instability into the simulation, turning it from a controlled mission tool into a reactive system where things can go wrong. Features Added are : Random event system running during flight Engine failure state (thrust stops working) Fuel leak simulation (accelerated fuel loss) System recovery events that can restore functionality Expanded mission log integration for emergencies Status indicators reflecting system health in real time Events affecting both launch and orbit modes. i made the simulation non deterministic for the first time"}, {"post_id": 7971, "ts": "2026-06-13T09:14:19Z", "hours": 1.0, "text": "This was the first major shift in the simulators structure, moving from a single continuous launch system into a dual-mode mission environment. features added : Introduced Launch Mode … Orbit Mode switching (M key) Built a basic orbital map centered on earth Rocket now transitions from ascent simulation into orbital representation Added satellite deployment system (D key in orbit mode) Multiple satellites can now exist simultaneously in orbit Each satellite follows independent circular orbital motion around earth ( blue circle)"}, {"post_id": 7634, "ts": "2026-06-12T19:12:54Z", "hours": 1.0, "text": "focused on transforming the simulator from a basic rocket launch prototype into a proper mission control experience. features Added : Mission timer with NASA-style T+MM:SS formatting Dedicated Mission Control telemetry panel Mission event logging system Flight status tracking (On Pad, Ascent, High Ascent, Edge of Space, Space) Low fuel warning system Karman Line detection and milestone event logging Improved altitude and velocity scaling"}, {"post_id": 7584, "ts": "2026-06-12T17:59:55Z", "hours": 1.0, "text": "focused on making the simulator feel like an actual ascent through Earth’s atmosphere rather than a simple vertical movement game. Features Added : Dynamic sky that gradually transitions from blue atmosphere to the darkness of space. Basic atmospheric drag system that slows the rocket at lower altitudes. Altitude based environment changes. Space/Atmosphere status indicator in the telemetry panel. Improved flight behaviour through updated physics tuning."}, {"post_id": 7554, "ts": "2026-06-12T16:56:37Z", "hours": 0.0, "text": "I built the foundation of a NASA style mission simulator in Pygame. The focus was keeping everything simple but physically believable enough to feel like a real launch system. What i added : A controllable rocket object with basic physics Gravity pulling the rocket down constantly Thrust system controlled by toggling the engine (SPACE BAR) Fuel consumption that decreases while the engine is active Altitude and velocity tracking in real time A basic HUD showing mission telemetry (altitude, speed, fuel, engine state) Simple visual representation of a rocket with a flame animation Ground reference to give a sense of scale Result: You can now launch a rocket from the ground, control its thrust, and watch it respond to gravity and fuel constraints while tracking live telemetry like a simplified NASA test console."}]...
|
Title: NASA CONTROL SIM by @nishchaybhudia | Stard Title: NASA CONTROL SIM by @nishchaybhudia | Stardance
Devlogs:
I built the foundation of a NASA style mission simulator in Pygame. The focus was keeping everything simple but physically believable enough to feel like a real launch system. What i added : A controllable rocket object with basic physics Gravity pulling the rocket down constantly Thrust system controlled by toggling the engine (SPACE BAR) Fuel consumption that decreases while the engine is active Altitude and velocity tracking in real time A basic HUD showing mission telemetry (altitude, speed, fuel, engine state) Simple visual representation of a rocket with a flame animation Ground reference to give a sense of scale Result: You can now launch a rocket from the ground, control its thrust, and watch it respond to gravity and fuel constraints while tracking live telemetry like a simplified NASA test console.
focused on making the simulator feel like an actual ascent through Earth’s atmosphere rather than a simple vertical movement game. Features Added : Dynamic sky that gradually transitions from blue atmosphere to the darkness of space. Basic atmospheric drag system that slows the rocket at lower altitudes. Altitude based environment changes. Space/Atmosphere status indicator in the telemetry panel. Improved flight behaviour through updated physics tuning.
focused on transforming the simulator from a basic rocket launch prototype into a proper mission control experience. features Added : Mission timer with NASA-style T+MM:SS formatting Dedicated Mission Control telemetry panel Mission event logging system Flight status tracking (On Pad, Ascent, High Ascent, Edge of Space, Space) Low fuel warning system Karman Line detection and milestone event logging Improved altitude and velocity scaling
This was the first major shift in the simulators structure, moving from a single continuous launch system into a dual-mode mission environment. features added : Introduced Launch Mode … Orbit Mode switching (M key) Built a basic orbital map centered on earth Rocket now transitions from ascent simulation into orbital representation Added satellite deployment system (D key in orbit mode) Multiple satellites can now exist simultaneously in orbit Each satellite follows independent circular orbital motion around earth ( blue circle)
introduced instability into the simulation, turning it from a controlled mission tool into a reactive system where things can go wrong. Features Added are : Random event system running during flight Engine failure state (thrust stops working) Fuel leak simulation (accelerated fuel loss) System recovery events that can restore functionality Expanded mission log integration for emergencies Status indicators reflecting system health in real time Events affecting both launch and orbit modes. i made the simulation non deterministic for the first time
focused on turning the simulator into a complete playable game with objectives, structure and also end conditions. new features added : Full mission win condition (deploy 3 satellites to succeed) Full mission fail condition (fuel depletion with no progress) Central Game controller system to manage all logic Clean separation between update and UI handling Global mission states: launch, orbit, win, fail Large scale integration of all previous systems into one loop
Features Added : Stage Separation System Automatic transition from Stage 1 to Stage 2 during ascent Stage specific performance changes Increased thrust and fuel capacity after separation Enhanced Orbital Behaviour Improved orbital movement calculations Orbit speed now varies based on spacecraft state Smoother transition from ascent to orbital operations Re entry Heat Framework Introduced atmospheric heating mechanics Heat accumulation and cooling systems Visual warning indicators for dangerous conditions
Full state machine: MENU , LAUNCH ,ORBIT , WIN / FAIL Menu screen with controls panel + mission briefing panel Animated bouncing rocket on menu with pulsing prompt Engine repair mechanic: press R after engine failure Fuel leak doesn’t insta kill; manageable drain Star field that alpha fades in as altitude climbs Rocket fins added, gravity turn tilt hinted HUD rewritten: Flight Computer panel and two progress bars (FUEL bar and ALTITUDE TO ORBIT bar during launch) Stage separation auto fires at 20 km with log message WIN / FAIL overlays with ENTER to restart ESC quits from anywhere Score calculation on win (fuel × 12 + time bonus) Satellite now drawn with solar panels Delta time physics: physics no longer frame rate dependent
• OrbitalWindow system: 3 rotating green arcs on the orbit ring. D key ONLY works when rocket is inside a window. Windows slowly drift at different speeds timing matters. A window goes grey and cooldown after each deployment. DebrisField: 5 pieces of orbiting space junk at varying radii/speeds (some retrograde). Collision = instant FAIL. Proximity warning: debris glows red + screen edge pulses when within 42px. Collision radius: 16px. Throttle upgraded: SPACE toggles, but engine now throttles UP gradually over 1 sec to add drama to ignition. Score breakdown: fuel bonus + time bonus + sat bonus, all shown separately on the WIN screen. FAIL now shows cause: collision vs fuel-out vs pad abort. Orbit panel (right-side): shows window status, debris count, and DEPLOY hint when inside a window. Max altitude cap removed: rocket keeps climbing during launch phase until fuel/orbit condition met. Random event rates tuned so failures feel fair, not cheap.
Particle system: engine exhaust emits orange/yellow/red particles with lifetime, fade, and spread. Stage sep triggers a burst of white sparks. Screen shake: triggers on engine failure, stage sep, debris near miss, and collision. Magnitude + decay. Mission Select screen (new state before LAUNCH): STANDARD default settings, good starting point EXPRESS 70% fuel, fewer events, big time bonus DEBRIS STORM 9 debris pieces, more failures Mission name shown throughout HUD + logged on win. High score table: session based top 5 per mission. Shown on WIN screen; press H on menu to view all. Polished WIN screen: animated green scan lines + stars. FAIL screen: shows cause + survival time. Throttle bar added to HUD (shows ramp state). Rocket engine on indicator (green light on HUD). Debris proximity warning shown as distance readout. Orbital window “ping” animation when window opens.
finshing off sharpening the UI . make changes to the corners of the screen and make the rocket launch smoother .
Ships:
What I made I created a NASA style rocket simulator in Pygame with launch, orbit, and also mission selection. Players control a rocket, manage fuel and try to reach orbit. In orbit, they deploy satellites while avoiding debris and timing orbital windows. What was challenging … The hardest part was managing multiple game states without breaking transitions between them. Balancing the rocket physics so it feels realistic but still fun took a lot of tweaking. The angle maths for orbital windows and debris collision detection was also tricky. What I was proud of . I’m proud of the orbital gameplay because it adds timing and strategy beyond simple movement. The mission system changes difficulty in a meaningful way without changing the core game. The HUD, logs, and effects make the game feel complete and immersive. What people should know to test my project SPACE toggles the engine, R fixes engine failure, and D deploys satellites in orbit. The goal is to reach 80,000m and then deploy 3 satellites in green windows. Fuel, debris, and random failures can end a run early, so timing matters....
|
1793775310.981973
|
1794639310.981973
|
|
17413
|
cyclecheck by @mehak | Stardance
|
mehak
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: cyclecheck by @mehak | Stardance
|
1793264182.3426406
|
1793868982.3426406
|
|
17414
|
My awesome macropad! by @Fair157 | Stardance
|
Fair157
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Fair157 | Stardanc Title: My awesome macropad! by @Fair157 | Stardance...
|
1793425971.3392537
|
1794030771.3392537
|
|
17415
|
Cognizance by @kavink | Stardance
|
kavink
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cognizance by @kavink | Stardance
|
1793382824.301875
|
1793987624.301875
|
|
17416
|
LaunchPad by @Manenti | Stardance
|
Manenti
|
1
|
7.0
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T01:33:13Z", "hours": 7.0, "multiplier": 17.25, "payout": 124, "blessing": "neutral", "text": "I built LaunchPad, a quality-of-life web app that helps makers organize their projects and generate useful submission materials faster. The app lets users create a local profile, save project information, add links such as GitHub and demo URLs, select the type of project, and choose which resources they want to generate. From one saved project, LaunchPad can generate materials like a README template, a GitHub description, a DevLog, a submission checklist, an AI usage statement, and a project submission text. Users can also copy or download the generated resources directly from the project page. The most challenging part was connecting the whole front-end flow in a clean way. I had to work with React Router protected routes, localStorage persistence, form actions, dynamic project pages, and reusable generator functions. Another challenge was making the app feel simple and useful instead of overloaded, because the main goal was to remove friction from a repetitive workflow. I am most proud of being able to apply the front-end knowledge I have been studying recently and turn it into a complete, working project with a satisfying final result. This project helped me practice React, Vite, TailwindCSS, routing, local data storage, and UI organization in a real use case. I am also proud that the tool solves a problem I personally have when submitting projects: rewriting the same information across README files, devlogs, descriptions, and checklists. To test the project, open the live demo, create a simple local login, and then create a new project. Add a project name, description, type, technologies, GitHub link, demo link, challenges, and what you learned. After saving it, open the project from the dashboard and try generating, copying, and downloading the selected resources. All data is stored locally in the browser using localStorage, so no real account or backend is required.", "repo": "https://github.com/noname697/LaunchPad", "demo": "https://launch-3lpdjz4l2-arthur-manentis-projects.vercel.app"}]...
|
[{"post_id": 8433, "ts": "2026 [{"post_id": 8433, "ts": "2026-06-14T00:58:54Z", "hours": 1.5808, "text": "This update focused on the project detail flow. I created a dedicated page for each project, updated the routes so users can open a project directly from the dashboard, and added an “Open project” action to the project cards. I also polished the styling of the project page to keep the new flow consistent with the rest of the app. I made a few small improvements to the generators utility too, so it can handle project data more reliably when building formatted files like README, DevLog, checklist, and submission text."}, {"post_id": 8324, "ts": "2026-06-13T20:50:28Z", "hours": 1.2792, "text": "Since the last devlog, I focused on the generators layer of the project. I created a utility that turns a project’s data into formatted output files, including README, GitHub description, DevLog, checklist, AI usage statement, and submission text. I also added filename generation for each resource so the exported content is organized and easy to reuse. This gave the app its first real content-generation workflow instead of just storing project information."}, {"post_id": 8266, "ts": "2026-06-13T19:10:15Z", "hours": 2.8603, "text": "Since the last devlog, I moved the project from a basic routed app into a more complete project-management flow. I set up a lightweight MVC structure for projects, added localStorage-backed project persistence, and refactored shared UI into reusable components like Button and InputField. I also started importing a custom font to make the interface feel less generic. On the product side, I built the create-project screen with fields for project metadata, links, technologies, challenges, learnings, and generator selection, plus validation and save/cancel actions. I then expanded the dashboard into a real project overview that reads saved projects, handles the empty state, greets the logged-in user, and links into the new project flow. After that, I polished the styling of both the dashboard and the new project page so the app feels more consistent and usable"}, {"post_id": 7784, "ts": "2026-06-13T00:18:50Z", "hours": 0.66, "text": "Since the last update, I moved the project from a simple login prototype into a small routed app with actual navigation flow. I installed React Router, created public and protected routes, and wired the login so it now sends the user to the dashboard after saving their data locally. I also built a first provisional dashboard with a greeting, logout action, and a placeholder projects section. After that, I refined the dashboard styling and started polishing the overall presentation by importing a font and improving the visual structure."}, {"post_id": 7763, "ts": "2026-06-12T23:39:52Z", "hours": 0.8289, "text": "I started the project with Vite and React and installed Tailwind CSS to speed up the interface. I structured the application to display a login screen as the app’s entry point. I created the basis of the authentication flow with simple name and email validation. I added local persistence with localStorage to save user data in this prototype. I adjusted the form fields and then refined the page’s appearance with a more polished and responsive layout."}]...
|
Title: LaunchPad by @Manenti | Stardance
Devlogs: Title: LaunchPad by @Manenti | Stardance
Devlogs:
I started the project with Vite and React and installed Tailwind CSS to speed up the interface. I structured the application to display a login screen as the app’s entry point. I created the basis of the authentication flow with simple name and email validation. I added local persistence with localStorage to save user data in this prototype. I adjusted the form fields and then refined the page’s appearance with a more polished and responsive layout.
Since the last update, I moved the project from a simple login prototype into a small routed app with actual navigation flow. I installed React Router, created public and protected routes, and wired the login so it now sends the user to the dashboard after saving their data locally. I also built a first provisional dashboard with a greeting, logout action, and a placeholder projects section. After that, I refined the dashboard styling and started polishing the overall presentation by importing a font and improving the visual structure.
Since the last devlog, I moved the project from a basic routed app into a more complete project-management flow. I set up a lightweight MVC structure for projects, added localStorage-backed project persistence, and refactored shared UI into reusable components like Button and InputField. I also started importing a custom font to make the interface feel less generic. On the product side, I built the create-project screen with fields for project metadata, links, technologies, challenges, learnings, and generator selection, plus validation and save/cancel actions. I then expanded the dashboard into a real project overview that reads saved projects, handles the empty state, greets the logged-in user, and links into the new project flow. After that, I polished the styling of both the dashboard and the new project page so the app feels more consistent and usable
Since the last devlog, I focused on the generators layer of the project. I created a utility that turns a project’s data into formatted output files, including README, GitHub description, DevLog, checklist, AI usage statement, and submission text. I also added filename generation for each resource so the exported content is organized and easy to reuse. This gave the app its first real content-generation workflow instead of just storing project information.
This update focused on the project detail flow. I created a dedicated page for each project, updated the routes so users can open a project directly from the dashboard, and added an “Open project” action to the project cards. I also polished the styling of the project page to keep the new flow consistent with the rest of the app. I made a few small improvements to the generators utility too, so it can handle project data more reliably when building formatted files like README, DevLog, checklist, and submission text.
Ships:
I built LaunchPad, a quality-of-life web app that helps makers organize their projects and generate useful submission materials faster. The app lets users create a local profile, save project information, add links such as GitHub and demo URLs, select the type of project, and choose which resources they want to generate. From one saved project, LaunchPad can generate materials like a README template, a GitHub description, a DevLog, a submission checklist, an AI usage statement, and a project submission text. Users can also copy or download the generated resources directly from the project page. The most challenging part was connecting the whole front-end flow in a clean way. I had to work with React Router protected routes, localStorage persistence, form actions, dynamic project pages, and reusable generator functions. Another challenge was making the app feel simple and useful instead of overloaded, because the main goal was to remove friction from a repetitive workflow. I am most proud of being able to apply the front-end knowledge I have been studying recently and turn it into a complete, working project with a satisfying final result. This project helped me practice React, Vite, TailwindCSS, routing, local data storage, and UI organization in a real use case. I am also proud that the tool solves a problem I personally have when submitting projects: rewriting the same information across README files, devlogs, descriptions, and checklists. To test the project, open the live demo, create a simple local login, and then create a new project. Add a project name, description, type, technologies, GitHub link, demo link, challenges, and what you learned. After saving it, open the project from the dashboard and try generating, copying, and downloading the selected resources. All data is stored locally in the browser using localStorage, so no real account or backend is required....
|
1793699340.9648974
|
1793785740.9648974
|
|
17417
|
My very own WebOS by @mohit2 | Stardance
|
mohit2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @mohit2 | Stardance
|
1793325152.3220563
|
1793929952.3220563
|
|
17418
|
Untitled by @aarav_vivek | Stardance
|
aarav_vivek
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @aarav_vivek | Stardance
|
1793263756.3213694
|
1793868556.3213694
|
|
17419
|
Road of shortages by @ToastyBread | Stardance
|
ToastyBread
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Road of shortages by @ToastyBread | Stardan Title: Road of shortages by @ToastyBread | Stardance...
|
1793368254.2791238
|
1793973054.2791238
|
|
17420
|
My very own WebOS by @mehak | Stardance
|
mehak
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @mehak | Stardance
|
1793361427.158212
|
1793966227.158212
|
|
17421
|
My awesome macropad! by @Maimai | Stardance
|
Maimai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Maimai | Stardance
|
1793429295.5954196
|
1794034095.5954196
|
|
17422
|
NovaDeck by @Gurt | Stardance
|
Gurt
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: NovaDeck by @Gurt | Stardance
|
1793220586.6162007
|
1793825386.6162007
|
|
17423
|
Ball autoturret by @SCAMMARAS | Stardance
|
SCAMMARAS
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ball autoturret by @SCAMMARAS | Stardance
|
1792932759.6322956
|
1793796759.6322956
|
|
17424
|
Untitled project by @Vilok | Stardance
|
Vilok
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Vilok | Stardance
|
1793508793.6027434
|
1794113593.6027434
|
|
17425
|
My very own WebOS by @garg2harry | Stardance
|
garg2harry
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @garg2harry | Stardanc Title: My very own WebOS by @garg2harry | Stardance...
|
1793299998.1500106
|
1793904798.1500106
|
|
17426
|
My very own WebOS by @Mayee0110 | Stardance
|
Mayee0110
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Mayee0110 | Stardance
|
1793411471.1670706
|
1794016271.1670706
|
|
17427
|
archived by @archived | Stardance
|
archived
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: archived by @archived | Stardance
|
1793450983.379831
|
1794055783.379831
|
|
17428
|
Untitled by @Karthik_Balasubramanian | Stardance
|
Karthik_Balasubramanian
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Karthik_Balasubramanian | Star Title: Untitled by @Karthik_Balasubramanian | Stardance...
|
1793299988.6100826
|
1793904788.6100826
|
|
17429
|
My very own WebOS by @willowmovit | Stardance
|
willowmovit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @willowmovit | Stardan Title: My very own WebOS by @willowmovit | Stardance...
|
1793264009.7316039
|
1793868809.7316039
|
|
17430
|
Frictionless by @briansun | Stardance
|
briansun
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @briansun | Stardance
|
1793408205.4628842
|
1794013005.4628842
|
|
17431
|
My first slack bot! by @briansun | Stardance
|
briansun
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @briansun | Stardanc Title: My first slack bot! by @briansun | Stardance...
|
1793764451.782293
|
1794369251.782293
|
|
17432
|
Sleepy OS by @sriyank | Stardance
|
sriyank
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T16:28:49Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a os that is personalized to me i chose a hobby that i like to do sleeping and based the theme of that, as you can see i have also used js for the logic behind the dragging of the windows and pictures thank you.", "repo": "https://github.com/SasukeUchiha12309876/Sleepy-OS", "demo": "https://sleepy-os.vercel.app/"}]...
|
[{"post_id": 8146, "ts": "2026 [{"post_id": 8146, "ts": "2026-06-13T16:15:35Z", "hours": 0.5328, "text": "i believe that i am done i dont think i will go all out for this project though i will slowly gget into the flow but for now i will submit what i habve the update i made today is a dragable window and closable windo of a picture"}, {"post_id": 7869, "ts": "2026-06-13T03:52:03Z", "hours": 0.9389, "text": "Now i made some good progress with a app and a taskbar"}, {"post_id": 7689, "ts": "2026-06-12T20:51:11Z", "hours": 0.4464, "text": "Right now i just finished on the background for the os now i am going to start on the taskbar"}]...
|
Title: Sleepy OS by @sriyank | Stardance
Devlogs: Title: Sleepy OS by @sriyank | Stardance
Devlogs:
Right now i just finished on the background for the os now i am going to start on the taskbar
Now i made some good progress with a app and a taskbar
i believe that i am done i dont think i will go all out for this project though i will slowly gget into the flow but for now i will submit what i habve the update i made today is a dragable window and closable windo of a picture
Ships:
I created a os that is personalized to me i chose a hobby that i like to do sleeping and based the theme of that, as you can see i have also used js for the logic behind the dragging of the windows and pictures thank you....
|
1793724798.358795
|
1793811198.358795
|
|
17433
|
PELF by @leila | Stardance
|
leila
|
1
|
5.84
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T19:01:04Z", "hours": 5.0, "multiplier": 3.6, "payout": 16, "blessing": "neutral", "text": "I made a CLI utility / file format that combines a Windows .exe and a Linux ELF into a single file that runs natively on both systems! Trudging through the Windows documentation and figuring out weird shell redirections shenanigans was kinda grueling, but I’m really proud of the approach I took and my <56 character script stub!", "repo": "https://github.com/dora-explora/pelf", "demo": "https://github.com/dora-explora/pelf/releases/latest"}]...
|
[{"post_id": 29950, "ts": "202 [{"post_id": 29950, "ts": "2026-07-17T04:26:02Z", "hours": 0.4667, "text": "OK SO it turns out i had two bugs that went unnoticed apparently, the windows version was writing the stub in a way that the linux shell couldnt read because for some STUPID reason, windows’ version of printf interperets ‘\\n’ as \\n\\r which of course sh couldn’t properly interpret so the windows version of the pelf tool just didnt work luckily if you tell printf the file is binary then it wont mess it up secondly, i was overwriting the output file without clearing it first so there was arbitrary data at the end of it when i was testing the windows bug since the stub operates off of a tail command that extracts the last N bytes of the file to use as the linux program, if the file has extra data at the end than the program wont be cut out properly and thus cant run, even though sometimes it was only 14 bytes off luckily i just fixed that by specifying that the file needs to be truncated to zero bytes upon opening and with that the two bugs are done! everything should (hopefully) be working now see below: me desperately recompiling the windows version as i have the output open in a hex editor"}, {"post_id": 28714, "ts": "2026-07-15T04:16:27Z", "hours": 0.3719, "text": "so uhh the only change i made is that the readme now specifies that you need write perms in the current directory and that took like a month or two :3"}, {"post_id": 7615, "ts": "2026-06-12T18:50:36Z", "hours": 0.4089, "text": "Finished up the README, compiled with optimizations, and uploaded the GitHub release so it’s now ready for shipping!"}, {"post_id": 7555, "ts": "2026-06-12T16:57:29Z", "hours": 4.265, "text": "I accidentally coded until 3AM and did the whole project… But it works! I need to test it some more and flesh out the README, but otherwise it’s mostly done! Still can’t believe I managed to fit that shell script under 60 bytes…"}]...
|
Title: PELF by @leila | Stardance
Devlogs:
I acci Title: PELF by @leila | Stardance
Devlogs:
I accidentally coded until 3AM and did the whole project… But it works! I need to test it some more and flesh out the README, but otherwise it’s mostly done! Still can’t believe I managed to fit that shell script under 60 bytes…
Finished up the README, compiled with optimizations, and uploaded the GitHub release so it’s now ready for shipping!
so uhh the only change i made is that the readme now specifies that you need write perms in the current directory and that took like a month or two :3
OK SO it turns out i had two bugs that went unnoticed apparently, the windows version was writing the stub in a way that the linux shell couldnt read because for some STUPID reason, windows’ version of printf interperets ‘\n’ as \n\r which of course sh couldn’t properly interpret so the windows version of the pelf tool just didnt work luckily if you tell printf the file is binary then it wont mess it up secondly, i was overwriting the output file without clearing it first so there was arbitrary data at the end of it when i was testing the windows bug since the stub operates off of a tail command that extracts the last N bytes of the file to use as the linux program, if the file has extra data at the end than the program wont be cut out properly and thus cant run, even though sometimes it was only 14 bytes off luckily i just fixed that by specifying that the file needs to be truncated to zero bytes upon opening and with that the two bugs are done! everything should (hopefully) be working now see below: me desperately recompiling the windows version as i have the output open in a hex editor
Ships:
I made a CLI utility / file format that combines a Windows .exe and a Linux ELF into a single file that runs natively on both systems! Trudging through the Windows documentation and figuring out weird shell redirections shenanigans was kinda grueling, but I’m really proud of the approach I took and my <56 character script stub!...
|
1793717558.9662418
|
1793803958.9662418
|
|
17434
|
Untitled by @qcoral | Stardance
|
qcoral
|
0
|
0.34
|
0
|
[]
|
[{"post_id": 7678, "ts": "2026 [{"post_id": 7678, "ts": "2026-06-12T20:32:10Z", "hours": 0.3378, "text": "testing!"}]...
|
Title: Untitled by @qcoral | Stardance
Devlogs:
t Title: Untitled by @qcoral | Stardance
Devlogs:
testing!...
|
1793213716.9477968
|
1793818516.9477968
|
|
17435
|
Untitled by @clayanicholson | Stardance
|
clayanicholson
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @clayanicholson | Stardance
|
1793242370.5247018
|
1793847170.5247018
|
|
17436
|
My awesome macropad! by @arno | Stardance
|
arno
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @arno | Stardance
|
1793317850.4528954
|
1793922650.4528954
|
|
17437
|
Website! by @Rishi | Stardance
|
Rishi
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T21:00:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website (very simple) experimenting simple features such as headers, gifs, and text coloration and size only having a frontend to allow me to grasp the basics to further utilize HTML, CSS, and Javascript on a future, unrelated project.", "repo": "https://github.com/lakkireddyrr-max/hackatime-project-website", "demo": "https://lakkireddyrr-max.github.io/hackatime-project-website/"}]...
|
[{"post_id": 7583, "ts": "2026 [{"post_id": 7583, "ts": "2026-06-12T17:53:58Z", "hours": 0.6031, "text": "I’ve been working on building a functional website using HTML and alter specific elements of the frontend to creatline a baseline page for a website. My initial focuses were getting this text and altering whether it was header text or body text and using for smaller body text. Using this text, I altered aspects of it such as color or alignment through using style=”” to alter the elements of text throughout this webpage, even altering the background color to a beige to further experiment. Along with text, I also implemented a gif into my webpage using a website link rather than file and altered its alignment. To continue this project, I will continue to develop this frontend and further learn HTML coding language to pair along with a backend using JavaScript, with VS code."}]...
|
Title: Website! by @Rishi | Stardance
Devlogs:
I’ Title: Website! by @Rishi | Stardance
Devlogs:
I’ve been working on building a functional website using HTML and alter specific elements of the frontend to creatline a baseline page for a website. My initial focuses were getting this text and altering whether it was header text or body text and using for smaller body text. Using this text, I altered aspects of it such as color or alignment through using style=”” to alter the elements of text throughout this webpage, even altering the background color to a beige to further experiment. Along with text, I also implemented a gif into my webpage using a website link rather than file and altered its alignment. To continue this project, I will continue to develop this frontend and further learn HTML coding language to pair along with a backend using JavaScript, with VS code.
Ships:
I made a simple website (very simple) experimenting simple features such as headers, gifs, and text coloration and size only having a frontend to allow me to grasp the basics to further utilize HTML, CSS, and Javascript on a future, unrelated project....
|
1793717647.8453026
|
1793804047.8453026
|
|
17438
|
My very own WebOS by @Anshul | Stardance
|
Anshul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Anshul | Stardance
|
1793566570.8778377
|
1794171370.8778377
|
|
17439
|
AeroGlass XAI by @saminsiddiqui | Stardance
|
saminsiddiqui
|
2
|
10.0
|
129
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T19:20:15Z", "hours": 1.0, "multiplier": 9.07, "payout": 8, "blessing": "neutral", "text": "AeroGlass XAI is a predictive maintenance and Explainable AI (XAI) dashboard built for the aerospace industry, analyzing turbofan engine degradation. At its core, the project utilizes a Bidirectional Long Short-Term Memory (BiLSTM) neural network trained on the NASA CMAPSS dataset to predict the Remaining Useful Life (RUL) of active engines. To ensure the model’s decisions are transparent for aviation technicians, the system integrates Temporal Attention mechanisms and Sensor-Level SHAP values to highlight exactly which telemetry sensors are driving the degradation predictions. Deployment Note for Shipwrights: The application is hosted on a dedicated Hack Club Nest Linux container to ensure instant, 24/7 uptime. While the core AI logic, data loading, and metric calculations (like the active fleet and critical engine counts) are processing perfectly, the Nest reverse proxy is currently blocking the dynamic JS imports for some of the heavier Plotly graphics. The structural AI implementation is fully functional under the hood!", "repo": "https://github.com/saminsiddiqui08-beep/AeroGlass-XAI", "demo": "https://saminsiddiqui.hackclub.app"}, {"ship_num": 2, "ts": "2026-06-18T15:26:14Z", "hours": 9.0, "multiplier": 13.41, "payout": 121, "blessing": "neutral", "text": "What I made: I made AeroGlass XAI which is an enterprise-grade predictive maintenance dashboard that forecasts aerospace engine failures using a custom Temporal Attention BiLSTM and Explainable AI (SHAP). The biggest challenge: Well, the biggest challenge to me was the streaming heavy, multi-dimensional tensor arrays in real-time without crashing Streamlit’s lightweight free-tier servers. I solved this by engineering a custom caching pipeline utilizing NumPy’s mmap_mode to read data directly from the disk which completely eliminated RAM bloat. What I’m proud of: Proving the fact that AI doesn’t have to be an uninterpretable “Black Box.” I’m proud of how the dashboard visually translates complex neural network weights into actionable, physical mechanical insights (e.g. isolating thermal stress vs. rotational wear) and calculates the exact financial ROI of those predictions. How to test it: Simply click “Try project”-no installation required! Use the sidebar to navigate to the Live Telemetry Simulator to watch the models race in real time or check out the Operational ROI Calculator. (Note: If the Streamlit server has been inactive, it may take ~30 seconds to wake up).", "repo": "https://github.com/saminsiddiqui08-beep/AeroGlass-XAI", "demo": "https://saminsiddiqui.hackclub.app"}]...
|
[{"post_id": 23027, "ts": "202 [{"post_id": 23027, "ts": "2026-07-05T19:14:46Z", "hours": 0.8769, "text": "Migrated AeroGlass XAI to a Dedicated Server (Hack Club Nest) The Nest server uses an aggressive reverse proxy that is currently rate-limiting some of the dynamic JavaScript chunks required to render the heavy Plotly/SHAP visualizations."}, {"post_id": 11331, "ts": "2026-06-18T15:22:20Z", "hours": 2.3317, "text": "I spent this session getting AeroGlass XAI completely ready. I successfully deployed the dashboard to Streamlit Community Cloud and handled some caching optimizations for the heavy SHAP tensors using mmap_mode. The project is officially live!"}, {"post_id": 10595, "ts": "2026-06-17T12:45:12Z", "hours": 3.1981, "text": "The core ML architecture is done, so my final focus was transforming AeroGlass XAI into a production-ready enterprise tool. The ‘GO / NO-GO’ Pre-Flight Briefing: I built a new operational dashboard that allows dispatchers to select the specific port and starboard engines mounted to an airframe. The app runs a real-time check against the Attention BiLSTM. If the RUL dips below the 30-cycle threshold, the UI triggers a dynamic HTML/CSS ‘NO-GO’ lockdown, pulling the top 3 thermodynamic stressors from the SHAP array to justify the grounding to the mechanics. Financial Interactivity (The ROI Sandbox): Predictive maintenance is only useful if it saves money. I upgraded the Operational ROI Calculator with a dynamic slider that simulates the ‘AI False Negative Rate.’ This stress-tests the financial model in real-time. If you push the AI’s error rate too high, the dynamic metrics instantly flip from Cyan (‘Millions Saved’) to Red (‘Millions Lost’) The finish line is near the corner. It will be ready to ship soon!!!"}, {"post_id": 10192, "ts": "2026-06-16T20:03:15Z", "hours": 2.3322, "text": "The core engine of AeroGlass XAI is now fully operational. The goal of this project wasn’t just to predict jet engine failure but to force the neural network to explain its reasoning to human engineers. Over the last couple of hours, I successfully wired the backend prediction arrays into a dynamic, cycle by cycle Explainable AI (XAI) interface using Streamlit and Matplotlib. The Breakthrough: I caught the BiLSTM doing something fascinating while I was building the visualizer. Near the end of an engine’s life, the model was aggressively penalizing the Remaining Useful Life (RUL) based on Core Speed (S9) but simultaneously extending it based on HPC Static Pressure (S11). Because speed and pressure are physically correlated (Multicollinearity), the AI was mathematically ‘balancing’ its weights. By wrapping the SHAP values in a color-coded UI (Red for Core Thermodynamic, Blue for Mechanical), the dashboard immediately exposed this AI logic flaw to the human eye. This is exactly why safety critical aerospace requires ‘Glass Box’ interpretability."}, {"post_id": 9964, "ts": "2026-06-16T14:28:36Z", "hours": 1.2103, "text": "I’m currently building AeroGlass XAI, a web-based command center for jet engine maintenance. While I have a robust backend foundation using the NASA CMAPSS FD004 dataset, my focus for this hackathon is the “Glass Box” transition. I am taking pre-computed BiLSTM predictions and SHAP arrays and wrapping them into a production-ready Streamlit architecture. I have just finalized a scalable, multi-file directory structure to ensure this isn’t just a script, but an enterprise-grade application. I’ve also implemented the native dark-mode aerospace aesthetic in the configuration. My aim is to turn static math into a “Live Telemetry” simulator and an interactive XAI audit tool where users can drill down into thermodynamic sensor impacts in real-time."}]...
|
Title: AeroGlass XAI by @saminsiddiqui | Stardance Title: AeroGlass XAI by @saminsiddiqui | Stardance
Devlogs:
I’m currently building AeroGlass XAI, a web-based command center for jet engine maintenance. While I have a robust backend foundation using the NASA CMAPSS FD004 dataset, my focus for this hackathon is the “Glass Box” transition. I am taking pre-computed BiLSTM predictions and SHAP arrays and wrapping them into a production-ready Streamlit architecture. I have just finalized a scalable, multi-file directory structure to ensure this isn’t just a script, but an enterprise-grade application. I’ve also implemented the native dark-mode aerospace aesthetic in the configuration. My aim is to turn static math into a “Live Telemetry” simulator and an interactive XAI audit tool where users can drill down into thermodynamic sensor impacts in real-time.
The core engine of AeroGlass XAI is now fully operational. The goal of this project wasn’t just to predict jet engine failure but to force the neural network to explain its reasoning to human engineers. Over the last couple of hours, I successfully wired the backend prediction arrays into a dynamic, cycle by cycle Explainable AI (XAI) interface using Streamlit and Matplotlib. The Breakthrough: I caught the BiLSTM doing something fascinating while I was building the visualizer. Near the end of an engine’s life, the model was aggressively penalizing the Remaining Useful Life (RUL) based on Core Speed (S9) but simultaneously extending it based on HPC Static Pressure (S11). Because speed and pressure are physically correlated (Multicollinearity), the AI was mathematically ‘balancing’ its weights. By wrapping the SHAP values in a color-coded UI (Red for Core Thermodynamic, Blue for Mechanical), the dashboard immediately exposed this AI logic flaw to the human eye. This is exactly why safety critical aerospace requires ‘Glass Box’ interpretability.
The core ML architecture is done, so my final focus was transforming AeroGlass XAI into a production-ready enterprise tool. The ‘GO / NO-GO’ Pre-Flight Briefing: I built a new operational dashboard that allows dispatchers to select the specific port and starboard engines mounted to an airframe. The app runs a real-time check against the Attention BiLSTM. If the RUL dips below the 30-cycle threshold, the UI triggers a dynamic HTML/CSS ‘NO-GO’ lockdown, pulling the top 3 thermodynamic stressors from the SHAP array to justify the grounding to the mechanics. Financial Interactivity (The ROI Sandbox): Predictive maintenance is only useful if it saves money. I upgraded the Operational ROI Calculator with a dynamic slider that simulates the ‘AI False Negative Rate.’ This stress-tests the financial model in real-time. If you push the AI’s error rate too high, the dynamic metrics instantly flip from Cyan (‘Millions Saved’) to Red (‘Millions Lost’) The finish line is near the corner. It will be ready to ship soon!!!
I spent this session getting AeroGlass XAI completely ready. I successfully deployed the dashboard to Streamlit Community Cloud and handled some caching optimizations for the heavy SHAP tensors using mmap_mode. The project is officially live!
Migrated AeroGlass XAI to a Dedicated Server (Hack Club Nest) The Nest server uses an aggressive reverse proxy that is currently rate-limiting some of the dynamic JavaScript chunks required to render the heavy Plotly/SHAP visualizations.
Ships:
What I made: I made AeroGlass XAI which is an enterprise-grade predictive maintenance dashboard that forecasts aerospace engine failures using a custom Temporal Attention BiLSTM and Explainable AI (SHAP). The biggest challenge: Well, the biggest challenge to me was the streaming heavy, multi-dimensional tensor arrays in real-time without crashing Streamlit’s lightweight free-tier servers. I solved this by engineering a custom caching pipeline utilizing NumPy’s mmap_mode to read data directly from the disk which completely eliminated RAM bloat. What I’m proud of: Proving the fact that AI doesn’t have to be an uninterpretable “Black Box.” I’m proud of how the dashboard visually translates complex neural network weights into actionable, physical mechanical insights (e.g. isolating thermal stress vs. rotational wear) and calculates the exact financial ROI of those predictions. How to test it: Simply click “Try project”-no installation required! Use the sidebar to navigate to the Live Telemetry Simulator to watch the models race in real time or check out the Operational ROI Calculator. (Note: If the Streamlit server has been inactive, it may take ~30 seconds to wake up).
AeroGlass XAI is a predictive maintenance and Explainable AI (XAI) dashboard built for the aerospace industry, analyzing turbofan engine degradation. At its core, the project utilizes a Bidirectional Long Short-Term Memory (BiLSTM) neural network trained on the NASA CMAPSS dataset to predict the Remaining Useful Life (RUL) of active engines. To ensure the model’s decisions are transparent for aviation technicians, the system integrates Temporal Attention mechanisms and Sensor-Level SHAP values to highlight exactly which telemetry sensors are driving the degradation predictions. Deployment Note for Shipwrights: The application is hosted on a dedicated Hack Club Nest Linux container to ensure instant, 24/7 uptime. While the core AI logic, data loading, and metric calculations (like the active fleet and critical engine counts) are processing perfectly, the Nest reverse proxy is currently blocking the dynamic JS imports for some of the heavier Plotly graphics. The structural AI implementation is fully functional under the hood!...
|
1793774994.7283452
|
1793861394.7283452
|
|
17440
|
Untitled project by @niroshamadhanu | Stardance
|
niroshamadhanu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @niroshamadhanu | Stard Title: Untitled project by @niroshamadhanu | Stardance...
|
1793440338.2816904
|
1794045138.2816904
|
|
17441
|
My very own WebOS by @av8r | Stardance
|
av8r
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @av8r | Stardance
|
1793857797.2685304
|
1794462597.2685304
|
|
17442
|
Untitled project by @Little_Shoobaka | Stardance
|
Little_Shoobaka
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Little_Shoobaka | Star Title: Untitled project by @Little_Shoobaka | Stardance...
|
1793278165.3644385
|
1793882965.3644385
|
|
17443
|
My awesome macropad! by @samuelrajanala | Stardanc My awesome macropad! by @samuelrajanala | Stardance...
|
samuelrajanala
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @samuelrajanala | S Title: My awesome macropad! by @samuelrajanala | Stardance...
|
1793364734.6109178
|
1793969534.6109178
|
|
17444
|
Untitled by @akshjain027 | Stardance
|
akshjain027
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @akshjain027 | Stardance
|
1793389897.8488097
|
1793994697.8488097
|
|
17445
|
PRTGN by @hackclub_nutrient623 | Stardance
|
hackclub_nutrient623
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PRTGN by @hackclub_nutrient623 | Stardance
|
1793512175.2881417
|
1794116975.2881417
|
|
17446
|
Untitled project by @aaryav | Stardance
|
aaryav
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @aaryav | Stardance
|
1793465607.540282
|
1794070407.540282
|
|
17447
|
Artemis AI mission planner by @laggeriabhinay | St Artemis AI mission planner by @laggeriabhinay | Stardance...
|
laggeriabhinay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Artemis AI mission planner by @laggeriabhin Title: Artemis AI mission planner by @laggeriabhinay | Stardance...
|
1793332290.2707047
|
1793937090.2707047
|
|
17448
|
Frictionless by @karthikeya2 | Stardance
|
karthikeya2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @karthikeya2 | Stardance
|
1793191983.8851092
|
1793796783.8851092
|
|
17449
|
My first slack bot! by @mofenyi1kago | Stardance
|
mofenyi1kago
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @mofenyi1kago | Star Title: My first slack bot! by @mofenyi1kago | Stardance...
|
1793353813.080819
|
1793958613.080819
|
|
17450
|
the birb by @the_rainy_parakeet | Stardance
|
the_rainy_parakeet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the birb by @the_rainy_parakeet | Stardance
|
1793541031.7402327
|
1794145831.7402327
|