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17551
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KDE Arch rice by @DaLama007 | Stardance
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DaLama007
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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: KDE Arch rice by @DaLama007 | Stardance
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1793206093.4433866
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1793810893.4433866
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17552
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My first slack bot! by @Tanush_Chittem | Stardance
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Tanush_Chittem
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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 @Tanush_Chittem | St Title: My first slack bot! by @Tanush_Chittem | Stardance...
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1793451208.541867
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1794056008.541867
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17553
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My awesome macropad! by @aakarsha | Stardance
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aakarsha
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @aakarsha | Stardan Title: My awesome macropad! by @aakarsha | Stardance...
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1793562508.7989824
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1794167308.7989824
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17554
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HuebOS by @astro_caro | Stardance
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astro_caro
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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: HuebOS by @astro_caro | Stardance
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1793534197.2871358
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1794138997.2871358
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17555
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Passive lazy offer vigilant checker by @SIE4LCD | Passive lazy offer vigilant checker by @SIE4LCD | Stardance...
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SIE4LCD
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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: Passive lazy offer vigilant checker by @SIE Title: Passive lazy offer vigilant checker by @SIE4LCD | Stardance...
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1793778915.1541553
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1794383715.1541553
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17556
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2ch VESC Board by @Toma_Kuchta | Stardance
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Toma_Kuchta
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0
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2.89
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0
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[]
|
[{"post_id": 82427, "ts": "202 [{"post_id": 82427, "ts": "2026-10-24T19:30:18Z", "hours": 2.8858, "text": "Observing the schematic. This is a super necessery step to undestand all of the schematics that may come to play. I have found cheap focer the first but after tinkering with it a bit I have found out that the designer have done some things in the schematic that aren’t too ideal. So I’ve scrapped it. (It was originally meant to go into hovercruiser) After leaving it for like two weeks I’ve stumbled onto a much better looking project by craigg96 which has everything SMD and it’s still cheap and availible on LCSC. YAY And also the schematic is way nicer and it works decently well. So after getting this solid base I went ahead and forked his repo and started getting familiar with it. One little quirk were the zones as I couldn’t see them - turns out it was hidden in one menu. Allright so next up is. TODO work separate global power labels. VSS 3V3 create a higher level schematic that will nest CH a/b duplicate the current layout and reroute things"}]...
|
Title: 2ch VESC Board by @Toma_Kuchta | Stardance
Title: 2ch VESC Board by @Toma_Kuchta | Stardance
Devlogs:
Observing the schematic. This is a super necessery step to undestand all of the schematics that may come to play. I have found cheap focer the first but after tinkering with it a bit I have found out that the designer have done some things in the schematic that aren’t too ideal. So I’ve scrapped it. (It was originally meant to go into hovercruiser) After leaving it for like two weeks I’ve stumbled onto a much better looking project by craigg96 which has everything SMD and it’s still cheap and availible on LCSC. YAY And also the schematic is way nicer and it works decently well. So after getting this solid base I went ahead and forked his repo and started getting familiar with it. One little quirk were the zones as I couldn’t see them - turns out it was hidden in one menu. Allright so next up is. TODO work separate global power labels. VSS 3V3 create a higher level schematic that will nest CH a/b duplicate the current layout and reroute things...
|
1793296423.4121468
|
1793901223.4121468
|
|
17557
|
DIY cheap 2.4GHz Spectrum Analyzer by @Toma_Kuchta DIY cheap 2.4GHz Spectrum Analyzer by @Toma_Kuchta | Stardance...
|
Toma_Kuchta
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0
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0.0
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0
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[]
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[]
|
Title: DIY cheap 2.4GHz Spectrum Analyzer by @Toma Title: DIY cheap 2.4GHz Spectrum Analyzer by @Toma_Kuchta | Stardance...
|
1793443895.511053
|
1794048695.511053
|
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17558
|
WinDurango by @Rodrigo_Todescatto2010 | Stardance
|
Rodrigo_Todescatto2010
|
2
|
84.0
|
1594
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T17:43:22Z", "hours": 71.0, "multiplier": 19.95, "payout": 1355, "blessing": "neutral", "text": "During the meanwhile, I’ve been working with mostly audio and support for other games.", "repo": "https://github.com/WinDurango/WinDurango", "demo": "https://github.com/WinDurango/WinDurango/actions"}, {"ship_num": 2, "ts": "2026-06-15T19:54:34Z", "hours": 13.0, "multiplier": 18.65, "payout": 239, "blessing": "neutral", "text": "Hey there! This is WinDurango, an Xbox One translation layer (you can call it a high level emulator too if you want…) for Windows 10/11. Currently, support for games such as Forza Horizon 2, Forza Motorsport 5, Halo 5 and others is being actively worked on, while some few others like Minecraft: Xbox One Edition (older versions), Sonic Mania and LIMBO are fully playable! Note that I’m not the only developer in this project (I work on rendering/audio mostly and WinRT a few times), as @dexrn (works mostly on the GitHub/Social Media management part) and @CT5 (works mostly on the WinRT part). (screenshot from Forza Motorsport 5 with WinDurango in ForzaVista mode, showing the car interior).", "repo": "https://github.com/WinDurango/WinDurango", "demo": "https://github.com/WinDurango/WinDurango/actions"}]...
|
[{"post_id": 66761, "ts": "202 [{"post_id": 66761, "ts": "2026-09-12T17:28:09Z", "hours": 9.845, "text": "Quick update: Progress on audio with Forza Horizon 2! It now stutters way less. (Broken textures because I’m still debugging some stuff!)"}, {"post_id": 54171, "ts": "2026-08-25T01:05:49Z", "hours": 2.115, "text": "Great news: Thanks to RSantila, audio is now in the works for Forza and other games that use the ACP! (games that use Wwise or FMOD for example) For example, here’s Forza Horizon 2 with music in the background (there’s no audio at all without ACP processing, it’s also kinda glitchy because it’s being processed and decoded)"}, {"post_id": 47218, "ts": "2026-08-15T00:04:26Z", "hours": 7.5353, "text": "Great news: Forza Horizon 2 finally gets to the title screen!"}, {"post_id": 44010, "ts": "2026-08-09T14:38:36Z", "hours": 2.8606, "text": "Another quick update: Forza Horizon 3 now boots! (Might require DXVK!)"}, {"post_id": 39006, "ts": "2026-08-01T17:28:34Z", "hours": 5.3114, "text": "Another quick update: Peggle 2 is now playable!"}, {"post_id": 37865, "ts": "2026-07-30T20:47:12Z", "hours": 3.3136, "text": "Hey! Small update: The Crew boots!"}, {"post_id": 35493, "ts": "2026-07-26T23:25:10Z", "hours": 1.4122, "text": "Hey there! Little update: Destiny now boots!"}, {"post_id": 35456, "ts": "2026-07-26T21:43:25Z", "hours": 9.0853, "text": "Hey! Has been quite a while since the last devlog but here are some changes and news: Halo 5: Guardians is very close to booting! It still just needs some fixes with memory allocation. FIFA 15 is another game close to booting! Occultic;Nine now boots! Overall, I’m still doing some work that I will hopefully be able to share better in the next few days :)"}, {"post_id": 27986, "ts": "2026-07-13T23:06:36Z", "hours": 6.9742, "text": "Hi! I’m back with some stuff: Happy Dungeons (an console exclusive game) now boots with WinDurango! I’m working very hard at the moment on Forza Horizon 2 and Forza Motorsport 5 (which are my goals…) and I hope to have new stuff to share about them soon! And… That’s it for today, there isn’t anything else to say 😭"}, {"post_id": 24994, "ts": "2026-07-08T21:48:51Z", "hours": 9.4822, "text": "Hey there! It has been a few days since the last devlog (again) but we are still cooking some stuff! Another Minecraft: Xbox One Edition version is now playable! The version is 1.22.904.0/CU34 or earlier? Not sure about the exact CU. Another playable one is 1.18.781.0! While this one can’t be shown yet (or heard… there’s nothing!), I’m heavily working on emulating (I think we could put it like that?) the Xbox One’s ACP (Audio Co-Processor), which is used for decoding XMA (Xbox Media Audio) and processing audio in general (heavily used by FMOD and Wwise). While some games don’t depend on it specifically (such as Minecraft, LIMBO, Sonic Mania etc), the majority of the games depend on it (Unity, Unreal Engine and Cryengine use it), and if you don’t emulate it, most of the games will basically either hang at some point waiting for audio to be processed (e.g. Forza, Happy Wars, Halo 5) and won’t have audio at all. This is the part I’m focusing the most currently and I’m very stomped on it, which is also why there isn’t much progress going on, but hopefully I get some progress with it to share with y’all! That’s it for today, I really hope to have new stuff to share with everyone soon! But for now, that’s pretty much it… 😭"}, {"post_id": 19667, "ts": "2026-07-01T01:29:49Z", "hours": 12.6392, "text": "Hello there! Has been a while since my last devlog (a few days… long ago, huh?), but that does not mean there’s no progress going on, because there is! Draw Bundles are currently being worked on, which means more geometry rendering for some games! It still needs some optimization (mainly on RAM usage) and placement update still needs a few tweaks, but welp, at least we are getting some progress overall! Minecraft: Story Mode now boots! And it looks very broken I know and I’m investigating what can be done for fix that, but as far as I’ve seen, this is happening because of the game updating buffers with UpdateSubresource1 and passing what seems like (not sure if that’s actually the case!) constant offsets in pSrcBox + passing passing unaligned constants when setting a constant buffer with SetConstantBuffers1 , which was actually allowed back in D3D11.X, Xbox’s D3D11 version. Note that Minecraft: Story Mode isn’t the only game that does that, there are some games such as Forza Horizon 2 that also do so! And believe me, there are way more trickeries that were allowed and could be done back in D3D11.X… That’s it for today! I don’t have anything else to say and this is all the progress I got, I’ve been quite busy with some school exams but they will end soon (in 2 days) and hopefully I can get some more progress to share here! See ya! :)"}, {"post_id": 9024, "ts": "2026-06-15T01:43:09Z", "hours": 6.4064, "text": "Hello again! Today I’ve made some progress with 3D rendering with Placement Resources and got some 3D stuff in Forza rendering! Most of the scenario and the track won’t really render at all because I haven’t implemented Draw Bundles yet, but I plan on working on it soon! That’s it for today, hope yall like it :)"}, {"post_id": 8501, "ts": "2026-06-14T04:12:23Z", "hours": 5.2733, "text": "Hello again! Today I’ve made some progress with tiled textures/placement resources (a Xbox One’s D3D11.X exclusive feature similar to placed resources in D3D12), I’m still working on it but results are already quite satisfactory… The first screenshot shows how the texture looks now and the second one shows how it looked like before, the third one is an extra screenshot from the game title screen! (it also looked like a mess before!) See ya! :)"}, {"post_id": 7772, "ts": "2026-06-13T00:01:01Z", "hours": 1.6606, "text": "Hello World! This is WinDurango, a Xbox One Translation Layer for Windows 10/11. Today I got Forza Motorsport 6 booting. It didn’t require much thankfully but I noticed our ID3D11DeviceX vtable might be wrong for it’s D3D11.X version. Right after the Turn 10/Microsoft Studios intro (bink video), the game hangs on a black screen due to unimplemented audio things (ACP commands). More updates to come in the next days from other games as well! :)"}]...
|
Title: WinDurango by @Rodrigo_Todescatto2010 | Sta Title: WinDurango by @Rodrigo_Todescatto2010 | Stardance
Devlogs:
Hello World! This is WinDurango, a Xbox One Translation Layer for Windows 10/11. Today I got Forza Motorsport 6 booting. It didn’t require much thankfully but I noticed our ID3D11DeviceX vtable might be wrong for it’s D3D11.X version. Right after the Turn 10/Microsoft Studios intro (bink video), the game hangs on a black screen due to unimplemented audio things (ACP commands). More updates to come in the next days from other games as well! :)
Hello again! Today I’ve made some progress with tiled textures/placement resources (a Xbox One’s D3D11.X exclusive feature similar to placed resources in D3D12), I’m still working on it but results are already quite satisfactory… The first screenshot shows how the texture looks now and the second one shows how it looked like before, the third one is an extra screenshot from the game title screen! (it also looked like a mess before!) See ya! :)
Hello again! Today I’ve made some progress with 3D rendering with Placement Resources and got some 3D stuff in Forza rendering! Most of the scenario and the track won’t really render at all because I haven’t implemented Draw Bundles yet, but I plan on working on it soon! That’s it for today, hope yall like it :)
Hello there! Has been a while since my last devlog (a few days… long ago, huh?), but that does not mean there’s no progress going on, because there is! Draw Bundles are currently being worked on, which means more geometry rendering for some games! It still needs some optimization (mainly on RAM usage) and placement update still needs a few tweaks, but welp, at least we are getting some progress overall! Minecraft: Story Mode now boots! And it looks very broken I know and I’m investigating what can be done for fix that, but as far as I’ve seen, this is happening because of the game updating buffers with UpdateSubresource1 and passing what seems like (not sure if that’s actually the case!) constant offsets in pSrcBox + passing passing unaligned constants when setting a constant buffer with SetConstantBuffers1 , which was actually allowed back in D3D11.X, Xbox’s D3D11 version. Note that Minecraft: Story Mode isn’t the only game that does that, there are some games such as Forza Horizon 2 that also do so! And believe me, there are way more trickeries that were allowed and could be done back in D3D11.X… That’s it for today! I don’t have anything else to say and this is all the progress I got, I’ve been quite busy with some school exams but they will end soon (in 2 days) and hopefully I can get some more progress to share here! See ya! :)
Hey there! It has been a few days since the last devlog (again) but we are still cooking some stuff! Another Minecraft: Xbox One Edition version is now playable! The version is 1.22.904.0/CU34 or earlier? Not sure about the exact CU. Another playable one is 1.18.781.0! While this one can’t be shown yet (or heard… there’s nothing!), I’m heavily working on emulating (I think we could put it like that?) the Xbox One’s ACP (Audio Co-Processor), which is used for decoding XMA (Xbox Media Audio) and processing audio in general (heavily used by FMOD and Wwise). While some games don’t depend on it specifically (such as Minecraft, LIMBO, Sonic Mania etc), the majority of the games depend on it (Unity, Unreal Engine and Cryengine use it), and if you don’t emulate it, most of the games will basically either hang at some point waiting for audio to be processed (e.g. Forza, Happy Wars, Halo 5) and won’t have audio at all. This is the part I’m focusing the most currently and I’m very stomped on it, which is also why there isn’t much progress going on, but hopefully I get some progress with it to share with y’all! That’s it for today, I really hope to have new stuff to share with everyone soon! But for now, that’s pretty much it… 😭
Hi! I’m back with some stuff: Happy Dungeons (an console exclusive game) now boots with WinDurango! I’m working very hard at the moment on Forza Horizon 2 and Forza Motorsport 5 (which are my goals…) and I hope to have new stuff to share about them soon! And… That’s it for today, there isn’t anything else to say 😭
Hey! Has been quite a while since the last devlog but here are some changes and news: Halo 5: Guardians is very close to booting! It still just needs some fixes with memory allocation. FIFA 15 is another game close to booting! Occultic;Nine now boots! Overall, I’m still doing some work that I will hopefully be able to share better in the next few days :)
Hey there! Little update: Destiny now boots!
Hey! Small update: The Crew boots!
Another quick update: Peggle 2 is now playable!
Another quick update: Forza Horizon 3 now boots! (Might require DXVK!)
Great news: Forza Horizon 2 finally gets to the title screen!
Great news: Thanks to RSantila, audio is now in the works for Forza and other games that use the ACP! (games that use Wwise or FMOD for example) For example, here’s Forza Horizon 2 with music in the background (there’s no audio at all without ACP processing, it’s also kinda glitchy because it’s being processed and decoded)
Quick update: Progress on audio with Forza Horizon 2! It now stutters way less. (Broken textures because I’m still debugging some stuff!)
Ships:
Hey there! This is WinDurango, an Xbox One translation layer (you can call it a high level emulator too if you want…) for Windows 10/11. Currently, support for games such as Forza Horizon 2, Forza Motorsport 5, Halo 5 and others is being actively worked on, while some few others like Minecraft: Xbox One Edition (older versions), Sonic Mania and LIMBO are fully playable! Note that I’m not the only developer in this project (I work on rendering/audio mostly and WinRT a few times), as @dexrn (works mostly on the GitHub/Social Media management part) and @CT5 (works mostly on the WinRT part). (screenshot from Forza Motorsport 5 with WinDurango in ForzaVista mode, showing the car interior).
During the meanwhile, I’ve been working with mostly audio and support for other games....
|
1793699814.2640326
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1793786214.2640326
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17559
|
Backend For e-com website - ThreadnTales by @shrey Backend For e-com website - ThreadnTales by @shreyanshh | Stardance...
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shreyanshh
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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: Backend For e-com website - ThreadnTales by Title: Backend For e-com website - ThreadnTales by @shreyanshh | Stardance...
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1793318254.2252948
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1793923054.2252948
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17560
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Shinju by @shubhmehrotra2027 | Stardance
|
shubhmehrotra2027
|
0
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0.0
|
0
|
[]
|
[]
|
Title: Shinju by @shubhmehrotra2027 | Stardance
|
1793404240.0708528
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1794009040.0708528
|
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17561
|
MeshieTalkie - MeshCore walkie talkie by @Toma_Kuc MeshieTalkie - MeshCore walkie talkie by @Toma_Kuchta | Stardance...
|
Toma_Kuchta
|
1
|
13.32
|
151
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T14:22:19Z", "hours": 13.0, "multiplier": 12.77, "payout": 151, "blessing": "neutral", "text": "Like a walkie talkie but it’s Mesh Core! And that makes it super low power. I don’t love that my code is pretty messy but it works. Also it could be implemented pull based to decrease the standby power.", "repo": "https://github.com/Tomas-Kuchta-FPV/MeshieTalkie", "demo": "https://youtube.com/shorts/Stu_gar8RVU"}]...
|
[{"post_id": 16372, "ts": "202 [{"post_id": 16372, "ts": "2026-06-26T17:20:50Z", "hours": 0.3214, "text": "After getting rejected my ship I had uploaded my video to youtube instead of slack."}, {"post_id": 15647, "ts": "2026-06-25T13:24:23Z", "hours": 2.0053, "text": "Buttoning up the code. But it’s still pretty messy. And managed to implement MeshCore for it! BC I have copy pasted a lot of function blocks the chode is glued together with a duck tape So after getting the ptt -> STT -> TTS working I have though on how to implement the MC functionality. SO I’ve began with getting familiar with the meshcore library by running the included sample sketch which should send a message to the first contact. I ran that and didn’t see anything, after that I made sure that my other device was on top and it worked! After that I’ve let ChatGPT to do implement a sample code that will let me communicate via the terminal. And it no workie, fixed it and it works great! Then implemented to the main codebase with copilot. The prompt was the intended function along with a few more things like automatically playing tts file."}, {"post_id": 15096, "ts": "2026-06-24T15:07:57Z", "hours": 5.4189, "text": "Allright so this log is about research and MVP (minimal viable product) So I stared playing with onyx-om python library and there are also some examples for python. I’ve played with them a bit and it seems that whisper is the king for STT and as for TTS I’m going for piper. I have modified the STT code from simpler and less acurate model for whisper which is way better and I don’t mind the lag. And after that I’ve played with different things like other models and TTS. After that I managed to get implemented this workflow. You press t it starts recording, after release it transcribes it, and with tts piper it converts back to speach. This is meant to prove me the thesis. So the main core is mostly done, although the code is very messy."}, {"post_id": 8653, "ts": "2026-06-14T11:37:31Z", "hours": 5.1761, "text": "Alright I’ve started researching available tools and started defining the code. I won’t bore you with all the decisions, but because of modularity I’ve ended up with a wrapper library called Sherpa NX, which seems to do STT and TTS. For the first prototype I will be using STT whisper tiny and for the TTS I’ll do piper"}]...
|
Title: MeshieTalkie - MeshCore walkie talkie by @T Title: MeshieTalkie - MeshCore walkie talkie by @Toma_Kuchta | Stardance
Devlogs:
Alright I’ve started researching available tools and started defining the code. I won’t bore you with all the decisions, but because of modularity I’ve ended up with a wrapper library called Sherpa NX, which seems to do STT and TTS. For the first prototype I will be using STT whisper tiny and for the TTS I’ll do piper
Allright so this log is about research and MVP (minimal viable product) So I stared playing with onyx-om python library and there are also some examples for python. I’ve played with them a bit and it seems that whisper is the king for STT and as for TTS I’m going for piper. I have modified the STT code from simpler and less acurate model for whisper which is way better and I don’t mind the lag. And after that I’ve played with different things like other models and TTS. After that I managed to get implemented this workflow. You press t it starts recording, after release it transcribes it, and with tts piper it converts back to speach. This is meant to prove me the thesis. So the main core is mostly done, although the code is very messy.
Buttoning up the code. But it’s still pretty messy. And managed to implement MeshCore for it! BC I have copy pasted a lot of function blocks the chode is glued together with a duck tape So after getting the ptt -> STT -> TTS working I have though on how to implement the MC functionality. SO I’ve began with getting familiar with the meshcore library by running the included sample sketch which should send a message to the first contact. I ran that and didn’t see anything, after that I made sure that my other device was on top and it worked! After that I’ve let ChatGPT to do implement a sample code that will let me communicate via the terminal. And it no workie, fixed it and it works great! Then implemented to the main codebase with copilot. The prompt was the intended function along with a few more things like automatically playing tts file.
After getting rejected my ship I had uploaded my video to youtube instead of slack.
Ships:
Like a walkie talkie but it’s Mesh Core! And that makes it super low power. I don’t love that my code is pretty messy but it works. Also it could be implemented pull based to decrease the standby power....
|
1793847199.5627646
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1793933599.5627646
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17562
|
My first slack bot! by @rithvik_rai | Stardance
|
rithvik_rai
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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 @rithvik_rai | Stard Title: My first slack bot! by @rithvik_rai | Stardance...
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1793227680.2234101
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1793832480.2234101
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17563
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My very own WebOS by @suhritha | Stardance
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suhritha
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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 very own WebOS by @suhritha | Stardance
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1793505091.5675838
|
1794109891.5675838
|
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17564
|
My awesome macropad! by @B1tter | Stardance
|
B1tter
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @B1tter | Stardance
|
1793400664.5479636
|
1794005464.5479636
|
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17565
|
Foundry by @Hridya | Stardance
|
Hridya
|
0
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6.6
|
0
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[]
|
[{"post_id": 15728, "ts": "202 [{"post_id": 15728, "ts": "2026-06-25T16:25:02Z", "hours": 1.715, "text": "Emoji, file shelf, UI improvements Emoji picker with multiple emojis, and a search File shelf as a temporary place to hold dragged files. Further improvements to UI Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 )"}, {"post_id": 8886, "ts": "2026-06-14T20:00:55Z", "hours": 0.8117, "text": "Activity monitor Inbuilt activity monitor so you don’t have to open the app and just see things in here with grouped processes etc! Changelog activity monitor ( cc7bf1f )"}, {"post_id": 8244, "ts": "2026-06-13T18:24:50Z", "hours": 2.9111, "text": "Performance & calculator Key features added: Switched file search to SQLite + FTS for persistent file index (this is like fast, avg file search time is 20ms atm) Exclusions for build/cache/package folders Made search providers run concurrently Added ⌘K actions menu Added inline calculator Switched to a liquid glass UI & did improvements in terms of sizing etc. Changelog calculator & liquid glass ( b377bef ) actions ( cab152b ) rebuild file index & super speed for file search ( f1b1a85 ) UI improvements & better indexing, faster ( f4bcc8d ) file search, usage ranking basic indexing ( 4baf146 )"}, {"post_id": 7730, "ts": "2026-06-12T22:03:10Z", "hours": 1.1606, "text": "Foundry Building a better Spotlight/Raycast/alternatives. Right now i got some basic stuff working like search with settings, and launch on hotkey + just native macOS app first time with swift lol. So far built: App search Basic system commands Local file search Usage-based ranking Background indexing"}]...
|
Title: Foundry by @Hridya | Stardance
Devlogs:
Fo Title: Foundry by @Hridya | Stardance
Devlogs:
Foundry Building a better Spotlight/Raycast/alternatives. Right now i got some basic stuff working like search with settings, and launch on hotkey + just native macOS app first time with swift lol. So far built: App search Basic system commands Local file search Usage-based ranking Background indexing
Performance & calculator Key features added: Switched file search to SQLite + FTS for persistent file index (this is like fast, avg file search time is 20ms atm) Exclusions for build/cache/package folders Made search providers run concurrently Added ⌘K actions menu Added inline calculator Switched to a liquid glass UI & did improvements in terms of sizing etc. Changelog calculator & liquid glass ( b377bef ) actions ( cab152b ) rebuild file index & super speed for file search ( f1b1a85 ) UI improvements & better indexing, faster ( f4bcc8d ) file search, usage ranking basic indexing ( 4baf146 )
Activity monitor Inbuilt activity monitor so you don’t have to open the app and just see things in here with grouped processes etc! Changelog activity monitor ( cc7bf1f )
Emoji, file shelf, UI improvements Emoji picker with multiple emojis, and a search File shelf as a temporary place to hold dragged files. Further improvements to UI Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 ) Changelog better UI & file shelf ( 83a942c ) remove file indexer and add emoji ( 4caca23 )...
|
1793278302.5982096
|
1793883102.5982096
|
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17566
|
My first slack bot! by @RuthwikG | Stardance
|
RuthwikG
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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 @RuthwikG | Stardanc Title: My first slack bot! by @RuthwikG | Stardance...
|
1793440245.9267778
|
1794045045.9267778
|
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17567
|
TylerOS by @Jtylerneering | Stardance
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Jtylerneering
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0
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0.0
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0
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[]
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[]
|
Title: TylerOS by @Jtylerneering | Stardance
|
1793346533.6275635
|
1793951333.6275635
|
|
17568
|
My first slack bot! by @Rezwan | Stardance
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Rezwan
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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 @Rezwan | Stardance
|
1793458366.708965
|
1794063166.708965
|
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17569
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Untitled by @NerdyEar | Stardance
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NerdyEar
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[]
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[]
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Title: Untitled by @NerdyEar | Stardance
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1793191772.950395
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1793796572.950395
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17570
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Lil dog bot by @lilfox | Stardance
|
lilfox
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0
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39.47
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0
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[]
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[{"post_id": 53341, "ts": "202 [{"post_id": 53341, "ts": "2026-08-23T20:34:53Z", "hours": 8.3714, "text": "I have added more to the inverse kinematics of my robot dog. Targeting the bottom left leg, I: Created the functions Calc_femur , Calc_tibia , and Calc_hip to individually calculate the designated angles for each part based on the variables x , y , and z . The code had already implemented the math from my Desmos demonstrations in the previous devlogs, but this allowed for a more organized system. Created a void move_to_position function that collected outputs from Calc_femur , Calc_tibia , and Calc_hip , using them to run the servos in turn. Used an array system to realize the pins of the servos (on the PCA9685) and their respective max and min PWM (based on calibration) What’s great is that the femur is working as intended! In comparing its position to the position on the Desmos graph, the calculations are accurate. On the other hand, I’m still struggling to properly calculate the angle for the servo moving the tibia. The issue is that I have to take into account the angle offset (the angle the servo is turning is not the same as the resulting angle between the femur and tibia) and the fact that the rotating femur influences the angle of the tibia. Another thing I have to fix is the discrepancy between the math for the hip servo and the output. Yet another issue to handle (TT-TT) But it’s a learning process that I’m happy to take part in :)"}, {"post_id": 36148, "ts": "2026-07-28T01:40:17Z", "hours": 3.5828, "text": "Things I have done: -Reduced friction in the linkages -Prevented interference with calibration I have been working on improving the design of the robot dog’s legs. So far I’ve only screwed the legs onto the servos, so that if I put my hands in the way, I could easily displace, or offset, the legs, and the legs would no longer be calibrated. Although I’ve figured out the PWM signals that calibrate the servos (for now), this seemed to be an issue for the foreseeable future. Terrain with rocks, for example, could easily mess up the angles of the legs and screw the inverse kinematics :P. Another issue I had was with the mechanical design was with the mechanism that connected the top servo with the linkage moving the tibia. There was nothing separating the plate from the top of the servo, so that the friction made it hard to move the plate independently. So! Back to Onshape I went, haha. I made sure to create a dedicated slot for the plate, and split the femur so that I could screw the face over the plate. This allows the plate to move freely side by side, but not up and down. Then I made a dedicated hole in the back of the femur for the servo horn, because the manufactured horns perfectly meshed with the servos…meaning a moving horn wouldn’t be offset by something like my hand. Now there was a way to connect the horn to the femur. There were also little things like: ->the femur’s rotation being blocked by the other servo, so I designed it to be slightly taller ->adjusting the heights of the connecting linkages as a result of changing the design Overall, the new design was used for two of the robot’s legs. For some reason the old design worked perfectly for the other two, but I’m not complaining! :)"}, {"post_id": 23810, "ts": "2026-07-06T23:40:21Z", "hours": 4.5664, "text": "Successfully transferred my inverse kinematics calculations from paper and Desmos to code (supposedly). All these days, and I hadn’t actually double checked my work or finished coding the IK. On one occasion, I had coded something of a framework, but later had it accidentally deleted when trying to connect the project to Github (because I’m an idiot :P). So today I focused on one of the robot’s legs––the bottom left––because the IK is different for each leg. By using Serial.print to compare the values in the code to the values in Desmos (based on an input x, y, z), I was able to fix the bugs in my equations, since the equations from Desmos slightly differed from the code. I also added a map function to convert the angles into PWM. It will be a while before I actually test this on the servos, because I need to find a way to recharge my batteries, but I’m excited to use this code! :)"}, {"post_id": 19684, "ts": "2026-07-01T02:21:07Z", "hours": 2.0481, "text": "Fixed the mess that was my board management (is that how you call it?) by finally adding screws and a stricter fit to the design. Previously I tried adding a spring-like hold on both sides of the…uh…electronics holders?…but they were too loose, easily slid, and simply fell off whenever I nudged the bot a little (left). For the 9v battery holder (with the nano and breadboard on top), I added screws to the sides (I had planned this when I started designing before the summer, couldn’t figure it out, and had useless screw holes at the sides for a while), whereas the buck converter and the pca9685 holder was given a tighter tolerance (given that there were no screw holes in the bot body designed by the past me). Now they no longer fall off when testing the legs, making my life a lot easier (right)! :D!!!"}, {"post_id": 16421, "ts": "2026-06-26T18:29:12Z", "hours": 5.6453, "text": "I finished the inverse kinematics for my robot dog! While I already calculated angles for the femur and tibia (upper/lower linkages of the leg) based on (x,y), I had yet to calculate the hip angle based on a given (z,y) yet. The hip angle allows for the dog to move its leg outwards and inwards from the body, like your shoulder enabling your arm to swing left and right. However, there was now the challenge of maintaining a right angle between linkages 1 and 2! Instead of using the law of cosines, I just used the standard soh/cah/toa for right triangles, and tested my calculations in Desmos (here: https://www.desmos.com/calculator/hifeumrqwd )."}, {"post_id": 14677, "ts": "2026-06-23T21:18:59Z", "hours": 11.8564, "text": "Finally figured out Platformio! Apparently I had to include upload_port = COM3 and upload_speed = 115200 in the Platformio.ini file, and then type the code I wanted to upload into main.cpp…oops (took a long time for me to figure that out…)! That was my fault. I made progress with the robot dog, though––I had to manually figure out which PWM signals signified 0-180 degrees for each servo. This process included unscrewing the servos, testing minimum and maximum PWM values, then screwing them back in. But I’m very happy with the result, and I can start implementing the inverse kinematics!"}, {"post_id": 10378, "ts": "2026-06-17T01:49:51Z", "hours": 2.8325, "text": "Today I tried using Platformio for the first time, but there were a lot of pit stops along the way. Couldn’t understand why the port wasn’t connecting, and the servo suddenly stopped working! Still trying to fix the issue with the port…but figured out that the motor thought now was a good time for a disconnected gear (ᵕ—ᴗ—) On the bright side, made progress with Desmos and step trajectory interpolation through a parabola and some handy math equations (here’s the link! :D https://www.desmos.com/calculator/vxmkw9d4zw ). Frustrating day but had fun trying new things! :)"}, {"post_id": 9659, "ts": "2026-06-16T02:09:51Z", "hours": 0.5664, "text": "Calculated inverse kinematics for my robot dog. I used Desmos to double-check my calculations, but it was hard to understand the trigonometry and how it worked. After an ungodly amount of time spent watching Khan Academy videos and studying other graphs, I finally simulated the robot dog’s limb movement in Desmos (Here’s the link if you’re interested :D -> https://www.desmos.com/calculator/ey6wzovfjc )! Days spent on a graphing calculator and 33 minutes coding XD"}]...
|
Title: Lil dog bot by @lilfox | Stardance
Devlogs Title: Lil dog bot by @lilfox | Stardance
Devlogs:
Calculated inverse kinematics for my robot dog. I used Desmos to double-check my calculations, but it was hard to understand the trigonometry and how it worked. After an ungodly amount of time spent watching Khan Academy videos and studying other graphs, I finally simulated the robot dog’s limb movement in Desmos (Here’s the link if you’re interested :D -> https://www.desmos.com/calculator/ey6wzovfjc )! Days spent on a graphing calculator and 33 minutes coding XD
Today I tried using Platformio for the first time, but there were a lot of pit stops along the way. Couldn’t understand why the port wasn’t connecting, and the servo suddenly stopped working! Still trying to fix the issue with the port…but figured out that the motor thought now was a good time for a disconnected gear (ᵕ—ᴗ—) On the bright side, made progress with Desmos and step trajectory interpolation through a parabola and some handy math equations (here’s the link! :D https://www.desmos.com/calculator/vxmkw9d4zw ). Frustrating day but had fun trying new things! :)
Finally figured out Platformio! Apparently I had to include upload_port = COM3 and upload_speed = 115200 in the Platformio.ini file, and then type the code I wanted to upload into main.cpp…oops (took a long time for me to figure that out…)! That was my fault. I made progress with the robot dog, though––I had to manually figure out which PWM signals signified 0-180 degrees for each servo. This process included unscrewing the servos, testing minimum and maximum PWM values, then screwing them back in. But I’m very happy with the result, and I can start implementing the inverse kinematics!
I finished the inverse kinematics for my robot dog! While I already calculated angles for the femur and tibia (upper/lower linkages of the leg) based on (x,y), I had yet to calculate the hip angle based on a given (z,y) yet. The hip angle allows for the dog to move its leg outwards and inwards from the body, like your shoulder enabling your arm to swing left and right. However, there was now the challenge of maintaining a right angle between linkages 1 and 2! Instead of using the law of cosines, I just used the standard soh/cah/toa for right triangles, and tested my calculations in Desmos (here: https://www.desmos.com/calculator/hifeumrqwd ).
Fixed the mess that was my board management (is that how you call it?) by finally adding screws and a stricter fit to the design. Previously I tried adding a spring-like hold on both sides of the…uh…electronics holders?…but they were too loose, easily slid, and simply fell off whenever I nudged the bot a little (left). For the 9v battery holder (with the nano and breadboard on top), I added screws to the sides (I had planned this when I started designing before the summer, couldn’t figure it out, and had useless screw holes at the sides for a while), whereas the buck converter and the pca9685 holder was given a tighter tolerance (given that there were no screw holes in the bot body designed by the past me). Now they no longer fall off when testing the legs, making my life a lot easier (right)! :D!!!
Successfully transferred my inverse kinematics calculations from paper and Desmos to code (supposedly). All these days, and I hadn’t actually double checked my work or finished coding the IK. On one occasion, I had coded something of a framework, but later had it accidentally deleted when trying to connect the project to Github (because I’m an idiot :P). So today I focused on one of the robot’s legs––the bottom left––because the IK is different for each leg. By using Serial.print to compare the values in the code to the values in Desmos (based on an input x, y, z), I was able to fix the bugs in my equations, since the equations from Desmos slightly differed from the code. I also added a map function to convert the angles into PWM. It will be a while before I actually test this on the servos, because I need to find a way to recharge my batteries, but I’m excited to use this code! :)
Things I have done: -Reduced friction in the linkages -Prevented interference with calibration I have been working on improving the design of the robot dog’s legs. So far I’ve only screwed the legs onto the servos, so that if I put my hands in the way, I could easily displace, or offset, the legs, and the legs would no longer be calibrated. Although I’ve figured out the PWM signals that calibrate the servos (for now), this seemed to be an issue for the foreseeable future. Terrain with rocks, for example, could easily mess up the angles of the legs and screw the inverse kinematics :P. Another issue I had was with the mechanical design was with the mechanism that connected the top servo with the linkage moving the tibia. There was nothing separating the plate from the top of the servo, so that the friction made it hard to move the plate independently. So! Back to Onshape I went, haha. I made sure to create a dedicated slot for the plate, and split the femur so that I could screw the face over the plate. This allows the plate to move freely side by side, but not up and down. Then I made a dedicated hole in the back of the femur for the servo horn, because the manufactured horns perfectly meshed with the servos…meaning a moving horn wouldn’t be offset by something like my hand. Now there was a way to connect the horn to the femur. There were also little things like: ->the femur’s rotation being blocked by the other servo, so I designed it to be slightly taller ->adjusting the heights of the connecting linkages as a result of changing the design Overall, the new design was used for two of the robot’s legs. For some reason the old design worked perfectly for the other two, but I’m not complaining! :)
I have added more to the inverse kinematics of my robot dog. Targeting the bottom left leg, I: Created the functions Calc_femur , Calc_tibia , and Calc_hip to individually calculate the designated angles for each part based on the variables x , y , and z . The code had already implemented the math from my Desmos demonstrations in the previous devlogs, but this allowed for a more organized system. Created a void move_to_position function that collected outputs from Calc_femur , Calc_tibia , and Calc_hip , using them to run the servos in turn. Used an array system to realize the pins of the servos (on the PCA9685) and their respective max and min PWM (based on calibration) What’s great is that the femur is working as intended! In comparing its position to the position on the Desmos graph, the calculations are accurate. On the other hand, I’m still struggling to properly calculate the angle for the servo moving the tibia. The issue is that I have to take into account the angle offset (the angle the servo is turning is not the same as the resulting angle between the femur and tibia) and the fact that the rotating femur influences the angle of the tibia. Another thing I have to fix is the discrepancy between the math for the hip servo and the output. Yet another issue to handle (TT-TT) But it’s a learning process that I’m happy to take part in :)...
|
1793246096.2166708
|
1793850896.2166708
|
|
17571
|
Comunicator by @Hamster3600 | Stardance
|
Hamster3600
|
0
|
21.82
|
0
|
[]
|
[{"post_id": 21413, "ts": "202 [{"post_id": 21413, "ts": "2026-07-03T10:47:55Z", "hours": 1.3683, "text": "Preparing for launch"}, {"post_id": 16988, "ts": "2026-06-27T15:52:38Z", "hours": 12.8169, "text": "Working on better GUI"}, {"post_id": 12430, "ts": "2026-06-20T09:02:27Z", "hours": 2.8914, "text": "working on GUI"}, {"post_id": 10812, "ts": "2026-06-17T18:54:19Z", "hours": 4.7453, "text": "Working on making my terminal GUI better."}]...
|
Title: Comunicator by @Hamster3600 | Stardance
De Title: Comunicator by @Hamster3600 | Stardance
Devlogs:
Working on making my terminal GUI better.
working on GUI
Working on better GUI
Preparing for launch...
|
1793814749.9786787
|
1794419549.9786787
|
|
17572
|
Galactic Bot by @Eashan_Tech | Stardance
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Eashan_Tech
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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: Galactic Bot by @Eashan_Tech | Stardance
|
1793839797.2894828
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1794444597.2894828
|
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17573
|
My first slack bot! by @chappidi_anish | Stardance
|
chappidi_anish
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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 @chappidi_anish | St Title: My first slack bot! by @chappidi_anish | Stardance...
|
1793346932.376401
|
1793951732.376401
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17574
|
NextStep by @Jules24130 | Stardance
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Jules24130
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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: NextStep by @Jules24130 | Stardance
|
1793184714.245534
|
1793789514.245534
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17575
|
My very own WebOS by @aaronhanqin | Stardance
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aaronhanqin
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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 very own WebOS by @aaronhanqin | Stardan Title: My very own WebOS by @aaronhanqin | Stardance...
|
1793191782.1833317
|
1793796582.1833317
|
|
17576
|
Untitled project by @samhitakanumuri | Stardance
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samhitakanumuri
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @samhitakanumuri | Star Title: Untitled project by @samhitakanumuri | Stardance...
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1793307244.0081165
|
1793912044.0081165
|
|
17577
|
My very own WebOS by @meri_hunanyan | Stardance
|
meri_hunanyan
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0
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0.0
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0
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[]
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[]
|
Title: My very own WebOS by @meri_hunanyan | Stard Title: My very own WebOS by @meri_hunanyan | Stardance...
|
1793444035.2739592
|
1794048835.2739592
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17578
|
dave by @_b6 | Stardance
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_b6
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0
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1.25
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0
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[]
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[{"post_id": 7729, "ts": "2026 [{"post_id": 7729, "ts": "2026-06-12T22:00:35Z", "hours": 1.2475, "text": "Added whatsapp login and message retrieval"}]...
|
Title: dave by @_b6 | Stardance
Devlogs:
Added wh Title: dave by @_b6 | Stardance
Devlogs:
Added whatsapp login and message retrieval...
|
1793469172.98279
|
1794073972.98279
|
|
17579
|
Frictionless by @ShivP | Stardance
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ShivP
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0
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0.0
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0
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[]
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[]
|
Title: Frictionless by @ShivP | Stardance
|
1793523180.0411713
|
1794127980.0411713
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|
17580
|
My very own WebOS by @Ashwath_ | Stardance
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Ashwath_
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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 very own WebOS by @Ashwath_ | Stardance
|
1793238801.5931876
|
1793843601.5931876
|
|
17581
|
My very own WebOS by @khyathi | Stardance
|
khyathi
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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 very own WebOS by @khyathi | Stardance
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1793267375.0790045
|
1793872175.0790045
|
|
17582
|
My first slack bot! by @samhitakanumuri | Stardanc My first slack bot! by @samhitakanumuri | Stardance...
|
samhitakanumuri
|
0
|
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 @samhitakanumuri | S Title: My first slack bot! by @samhitakanumuri | Stardance...
|
1793444174.5532162
|
1794048974.5532162
|
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17583
|
My very own WebOS by @RuthwikG | Stardance
|
RuthwikG
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0
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0.0
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[]
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[]
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Title: My very own WebOS by @RuthwikG | Stardance
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1793281995.7424138
|
1793886795.7424138
|
|
17584
|
My awesome macropad! by @Aashritha_Avvaru | Starda My awesome macropad! by @Aashritha_Avvaru | Stardance...
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Aashritha_Avvaru
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0
|
0.0
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0
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[]
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Title: My awesome macropad! by @Aashritha_Avvaru | Title: My awesome macropad! by @Aashritha_Avvaru | Stardance...
|
1793480156.6914654
|
1794084956.6914654
|
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17585
|
My awesome macropad! by @anusha | Stardance
|
anusha
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @anusha | Stardance
|
1793505010.4078317
|
1794109810.4078317
|
|
17586
|
Micropad by @Thijmen | Stardance
|
Thijmen
|
0
|
3.96
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0
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[]
|
[{"post_id": 11502, "ts": "202 [{"post_id": 11502, "ts": "2026-06-18T19:58:45Z", "hours": 1.7986, "text": "Added all the 3d footprints added for microcontroler switches rotary encoder LED OLED"}, {"post_id": 9337, "ts": "2026-06-15T17:44:15Z", "hours": 1.8969, "text": "I redisigned the pcb its fits in the 100x100mm now"}, {"post_id": 8039, "ts": "2026-06-13T12:19:14Z", "hours": 0.2667, "text": "I made the pcb i have worked on this for aubout 1:30h but i have not figgert out how to track time in kicad the pcb is still a bit to tall so i will fix that next"}]...
|
Title: Micropad by @Thijmen | Stardance
Devlogs:
Title: Micropad by @Thijmen | Stardance
Devlogs:
I made the pcb i have worked on this for aubout 1:30h but i have not figgert out how to track time in kicad the pcb is still a bit to tall so i will fix that next
I redisigned the pcb its fits in the 100x100mm now
Added all the 3d footprints added for microcontroler switches rotary encoder LED OLED...
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1793825338.851181
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1794430138.851181
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17587
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Car video game by @advait_amruth | Stardance
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advait_amruth
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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: Car video game by @advait_amruth | Stardanc Title: Car video game by @advait_amruth | Stardance...
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1793512197.60084
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1794116997.60084
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17588
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ML Trading by @erigqur | Stardance
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erigqur
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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: ML Trading by @erigqur | Stardance
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1793235209.8248196
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1793840009.8248196
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17589
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Untitled project by @anikethkota | Stardance
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anikethkota
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @anikethkota | Stardanc Title: Untitled project by @anikethkota | Stardance...
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1793847393.756637
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1794452193.756637
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17590
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Untitled by @Manonit | Stardance
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Manonit
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Manonit | Stardance
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1793515879.021254
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1794120679.021254
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17591
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Untitled by @anusha | Stardance
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anusha
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @anusha | Stardance
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1793339412.1157062
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1793944212.1157062
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17592
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My very own WebOS by @Cesare | Stardance
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Cesare
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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 very own WebOS by @Cesare | Stardance
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1793458421.1348429
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1794063221.1348429
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17593
|
VisionLense by @Abhinav_kawai | Stardance
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Abhinav_kawai
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1
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7.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T13:11:06Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So.. I made a py app (Vision Lense) so its simple very.. simple oppen it and show something in cammera and scan it |But wait add api first use groq api. And the model that i used in code may dont work. Its no more i guess i wil change it later.| And thats all it tells u whats in the scene", "repo": "https://github.com/abhinav355/vision-lense-groq-apillma4-", "demo": "https://stardance.hackclub.com/projects/17593"}]...
|
[{"post_id": 16318, "ts": "202 [{"post_id": 16318, "ts": "2026-06-26T15:31:33Z", "hours": 0.6975, "text": "—v2—new version (its like old one but little changes have been made) now the the bug is fixed actualy it was py3.14 problem not a code problem More data output now basicly i just changed the promt and fixed some problem ( model=“meta-llama/llama-4-scout-17b-16e-instruct”) u can use older one too can find product if u show product with ur tongue out now find products from stored data try using it get a better cammera for better data (not like mine😭😭)"}, {"post_id": 7691, "ts": "2026-06-12T21:00:30Z", "hours": 5.8775, "text": "yoo this is Vision Lense it scans things with camera and u know u can use it with groq api llma4 and its free and easy to get (i mean realy easy) and i was wondering like is it worth my 4 hours. I mean i am learning so it took me time"}]...
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Title: VisionLense by @Abhinav_kawai | Stardance
Title: VisionLense by @Abhinav_kawai | Stardance
Devlogs:
yoo this is Vision Lense it scans things with camera and u know u can use it with groq api llma4 and its free and easy to get (i mean realy easy) and i was wondering like is it worth my 4 hours. I mean i am learning so it took me time
—v2—new version (its like old one but little changes have been made) now the the bug is fixed actualy it was py3.14 problem not a code problem More data output now basicly i just changed the promt and fixed some problem ( model=“meta-llama/llama-4-scout-17b-16e-instruct”) u can use older one too can find product if u show product with ur tongue out now find products from stored data try using it get a better cammera for better data (not like mine😭😭)
Ships:
So.. I made a py app (Vision Lense) so its simple very.. simple oppen it and show something in cammera and scan it |But wait add api first use groq api. And the model that i used in code may dont work. Its no more i guess i wil change it later.| And thats all it tells u whats in the scene...
|
1793706677.8001132
|
1793793077.8001132
|
|
17594
|
OpenRover by @JacobK | Stardance
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JacobK
|
0
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0.0
|
0
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[]
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[]
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Title: OpenRover by @JacobK | Stardance
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1793242308.6268878
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1793847108.6268878
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17595
|
My very own WebOS by @juliaJane | Stardance
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juliaJane
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0
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0.0
|
0
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[]
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[]
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Title: My very own WebOS by @juliaJane | Stardance
|
1793512646.9658158
|
1794117446.9658158
|
|
17596
|
My very own WebOS by @Yuvraj_Singh | Stardance
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Yuvraj_Singh
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0
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0.0
|
0
|
[]
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[]
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Title: My very own WebOS by @Yuvraj_Singh | Starda Title: My very own WebOS by @Yuvraj_Singh | Stardance...
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1793480024.756207
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1794084824.756207
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17597
|
My awesome macropad! by @Tehas | Stardance
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Tehas
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @Tehas | Stardance
|
1793321575.9518096
|
1793926375.9518096
|
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17598
|
My first slack bot! by @muratman | Stardance
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muratman
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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 @muratman | Stardanc Title: My first slack bot! by @muratman | Stardance...
|
1793469320.945481
|
1794074120.945481
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17599
|
My very own WebOS by @amruth_aarav8 | Stardance
|
amruth_aarav8
|
0
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0.0
|
0
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[]
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[]
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Title: My very own WebOS by @amruth_aarav8 | Stard Title: My very own WebOS by @amruth_aarav8 | Stardance...
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1793530628.1105425
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1794135428.1105425
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17600
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Frictionless by @Abhi_Yadav13 | Stardance
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Abhi_Yadav13
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0
|
1.33
|
0
|
[]
|
[{"post_id": 71579, "ts": "202 [{"post_id": 71579, "ts": "2026-09-21T02:50:39Z", "hours": 0.7031, "text": "AI Homework Organizer - haven’t touched this in a bit cuz of school but fun getting back on this, currently testing and trying to remember where I left off lol"}, {"post_id": 20427, "ts": "2026-07-02T00:52:16Z", "hours": 0.6236, "text": "AI Homework Organizer - worked on the index n style n script, used slight AI when it came to debugging and things"}]...
|
Title: Frictionless by @Abhi_Yadav13 | Stardance
Title: Frictionless by @Abhi_Yadav13 | Stardance
Devlogs:
AI Homework Organizer - worked on the index n style n script, used slight AI when it came to debugging and things
AI Homework Organizer - haven’t touched this in a bit cuz of school but fun getting back on this, currently testing and trying to remember where I left off lol...
|
1793454814.7672281
|
1794059614.7672281
|