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My first slack bot! by @Saidikshitha | Stardance
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Saidikshitha
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Title: My first slack bot! by @Saidikshitha | Star Title: My first slack bot! by @Saidikshitha | Stardance...
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1793382779.1271381
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1793987579.1271381
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My Weather App by @osasindu20 | Stardance
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osasindu20
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Title: My Weather App by @osasindu20 | Stardance
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1793407757.544235
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My first slack bot! by @nachool | Stardance
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nachool
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Title: My first slack bot! by @nachool | Stardance
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1793217123.980425
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My very own WebOS by @mf8859153 | Stardance
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Title: My very own WebOS by @mf8859153 | Stardance
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1793195495.4146605
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1793800295.4146605
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Resource-Screening by @shashi93 | Stardance
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shashi93
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2
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73.0
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706
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T02:47:30Z", "hours": 20.0, "multiplier": 14.66, "payout": 287, "blessing": "neutral", "text": "I have a whole bunch of resource packs installed, and managing all of them was a pain. So I decided, why not make a mod to help me do that? To test my mod: Ensure you have some resourcepacks installed, and they should contain custom textures for leaves (I recommend Faithful, Barebones and Motschen’s better leaves). After which, get into a minecraft world, and possibly place some leaves in front of you. Then go into the resourcepacks settings and change the textures. Each dropdown controls a specific leaf texture, as you can see via the texture renderer on top. If you have more than two resourcepacks, the last one may be hidden by the texture renderer, so you can just click through the texture renderer to activate it. Have fun customising textures, I plan to add more functionality soon! :) ✌️", "repo": "https://github.com/shushi93/Resource-Screening", "demo": "https://modrinth.com/mod/resource-screening"}, {"ship_num": 2, "ts": "2026-08-23T05:26:47Z", "hours": 53.0, "multiplier": 8.74, "payout": 419, "blessing": "neutral", "text": "Does some simple texture swapping. I’m getting into individual textures now. Learning Java definitely took a lot of the time, but I’m happy I got something working.", "repo": "https://github.com/shushi93/Resource-Screening", "demo": "https://modrinth.com/mod/resource-screening"}]...
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[{"post_id": 70382, "ts": "202 [{"post_id": 70382, "ts": "2026-09-19T02:41:48Z", "hours": 3.9581, "text": "Almost ready for second ship! The UI is terrible, but I think for now it works. There are still a few bugs with the UI I plan to fix later. The main part of this devlog is that, i changed the layout of the dropdowns, and I created a menu to show the currently selected texture, so it’s easier to see what you’re changing from and to. I fixed some minor bugs with the dropdownlist, and overall, I’m quite happy with how it turned out. Some reviewers didn’t fully understand my mod, so I’ll put some actually better usage instructions in the ship message. Some guy also said my project was completely AI :/ (it’s not), but i accidentally clicked accept payout instead of flagging the review, while going to the bad review. Oh well. I do wan’t to mention that I did use AI for guidance, but it did not code my mod for me. That’s about it After my second ship, I doubt I can continue developing my mod, because my finals are in like 2 days (and i’m doing anything but studying for it, so hope you enjoy my mod, as it is now! ✌️"}, {"post_id": 67183, "ts": "2026-09-13T07:44:50Z", "hours": 2.8153, "text": "More file shenanigans! I managed to persist the saved options to the config file, and changed the buttons to dropdowns Some ui stuff still needs fixing but it’s gone relatively alright My ship is still in the process of getting verified, but my project shld be shipped soon!"}, {"post_id": 65304, "ts": "2026-09-10T11:12:17Z", "hours": 2.3964, "text": "dropdown list works >< last time i did this, it took me 30h also what do you think of my highlight, instead of just making the blue border brighter and whiter, i decided to make it redder, to stand out, does it look good? as you can see, there is an error with the dropdown list, as when i pressed the last option, it didnt register (closer to the end of the video) because the button behind it, b9 was getting clicked instead I doub’t this will be a problem (at least for current me), since i dont think the dropdown lists should be ontop of smth else, hopefully but oh well, when it comes to that ill figure it out edit: argh i just realised i haven’t finished scrolling behaviour i’ll get to work on that now my previous ship is still not verified bcos modrinth still havent reviewed my mod (it’s been 3 weeks) ( ˘︹˘ ) so i submitted it to curseforge I’ll update my mod with the newest features and then reship"}, {"post_id": 63331, "ts": "2026-09-07T03:00:09Z", "hours": 4.9131, "text": "basic texture swapping After actl not too much pain, I got basic texture swapping done. I created a helper class to handle all my texture swapping logic, and it works quite neatly. I do hate File I/O in any programming language, but my mod kind of revolves around FIle I/O, and honestly, even though I got some super unhelpful error messages (I got empty error messages), I somehow managed to pull through Some things I have yet to work on: fix ui to allow all installed packs (currently for testing I just use Motchsens better leaves, since it’s a small pack) allow not just textures but also block models to be hotswapped pray modrinth reviews my project so i can ship it ✌️"}, {"post_id": 57025, "ts": "2026-08-29T03:09:48Z", "hours": 5.4767, "text": "I spent a while learning Java nio and managed to get the names of all the texture packs and the textures inside of them i also created doogile.zip (as requested by my friend), that will serve as the main way to select individual textures just a simple devlog to catch you guys up to what i’ve been doing"}, {"post_id": 52817, "ts": "2026-08-23T05:14:18Z", "hours": 5.5578, "text": "Swapping textures i finally, after like 5h managed to swap between bare bones & faithful x64 yipee I think imma ship the project now you can download from the releases page B1 switches to bare bones B2 switches to faithful there are some minor bugs i need to iron out but for now, i think a first ship is due took way too long to get here but oh well now i gotta figure out that individual texture thing"}, {"post_id": 47428, "ts": "2026-08-15T11:07:54Z", "hours": 9.4294, "text": "Part 14 The first Part of Part 14 was an extension of JavaFX, where I learnt how to draw charts using JavaFX. Overall, not a too hard topic. One small funny error I spent a bit of time on was on the second exercise, where after an egregious amount of time writing code, my chart showed up. However, since I used an absolute path for the tsv data file, when I submitted that code to the server, it showed an error. Then after a lot of debugging, I remembered a previous exercise, where I had to remove the absolute path before it worked, and when I did that, it worked perfectly. Then, I spent a good bit of time cleaning up my jdk installation, before resuming pain Java. On the next exercise, I needed to create a line chart that shows the amount of savings over time, and this was more pain than I’ve ever experienced. Creating the components was easy, but the formula for plotting the points, yea that was pure torture. 2h of trying, and I finally caved. I thought I was good at math but oh well, asked AI what I was doing wrong, and apparently, I was off-by-one in my data plotting & my formula was adding the savings too many times. Absolute headache going through that, but at least I was finally able to overcome it. And then another problem sprang up. There was an index out of bounds error when running the tests, and I asked the discord server why this was happening, and basically, I was missing 4 lines of code, that is essentially just styling the program, which caused that. yea true pain. I also went on a journey of remaking Aseprite (well not really), and I copied Andy Warhol and remade the Mona Lisa. I almost got it first try, except for one thing. See, humans cant see minute pixel colour differences, but computers can. Not so long story short, due to pixel overwrites from integer truncation, the pixel colour values were just ever so slightly off, that the tests were failing. After previous traumatic events, I caved and asked AI what was wrong, and basically the loop incrementer supplied by the base program was wrong, and it fixed it. It’s fun to leave the boring stuff to AI, and the fun stuff for me. I then followed the step-by-step guideline on remaking Asteroids by Atari, and I think it went ok. I’m most excited right now because finally I complete the Java MOOC course, and I can start work on my mod. But I’m also quite scared/anxious, because I don’t even know where to start now, after so long of not working on my mod. but i’ll figure it out, hopefully. and im also gonna take this time to ask for any name reccomendations, or do you think i should just go with resource-screening ^____^ ✌️"}, {"post_id": 38605, "ts": "2026-08-01T02:43:31Z", "hours": 6.0253, "text": "JavaFX JavaFX was interesting, and I’m not too sure how I want to feel about it. I’ve not much to say about this part. Minecraft doesn’t actually use JavaFX, so this part was just slightly useless, but there are some similarities to Minecraft’s rendering system (Lightweight Java Game Library) that I can use to make my mod. I’m most exited for Part 14, where I learn about Maven, since it’s a Java topic I know not much about. Most importantly, after Part 14, I get to finally work on my mod. One interesting thing about this part is that I switched to IntelliJ since it was easier to work with JavaFX on it than on VSCode. Setting up JavaFX just to start working on this part was painful, but I’m happy that I got it working For now, enjoy the TicTacToe Application, and the horrendous if-condition that ends the game :) and sorry this devlog is lowk kinda mid, im tired and don’t feel like writing rn but oh well ✌️"}, {"post_id": 28054, "ts": "2026-07-14T02:22:28Z", "hours": 3.9286, "text": "2 more parts to go >”< Finally learnt type parameters (those things inside the <> ) Learnt to make my own implementation of ArrayList and HashMap and 2d arrays (which are and have always been painful) I also decided to try something new this time, I turned on Copilot Code Completion. (cus it’s cool to see the ghost text) . it was genuinely painful at first, and i want to like it but i also rlly hate it sometimes. i got somewhat used to it, then i turned it off, cus it felt like cheating for some of the exercises. I turned it off on the last exercise (deciding the pain was not worth it) and went into even bigger pain, cus 2d arrays. When doing the last exercise (Magic Square), i lowk blanked out and did not feel like doing Java, but i persevered thru anyways. Specifically, when it came to calculating diagonals of the square, cus i didnt know how to do that. I did some brainstorming, found out it’s actually super simple and somehow managed to get it right. (actl i just realized my program is broken for all values above 5, but uh im not fixing it _ ) ooh and uh, anyone got suggestions for my mod name, since im 2 parts away from working on it? (current name is resource-screening btw, but i think its cringy) ✌️"}, {"post_id": 25039, "ts": "2026-07-08T23:48:50Z", "hours": 3.4086, "text": "pain in part 11/14, i learnt about class diagrams (among other things), and in all the time I’ve ever done programming, ive never used it. i still thinks its super useless (unless someone reading this strongly disagrees). i can see a niche use case where class diagrams could be useful, but imo, it isn’t useful for me. i also did packages, which i already know about, and they are quite easy, so it wasn’t much of a problem for me. I also learnt about Exceptions, and how to throw them. learnt to write to a file and finished this part. and i also learnt one thing more. I absolutely HATE unit tests. The exercises had tests I needed to pass, and omw they were so annoying. I miss ONE space and the entire thing fails. genuinely pmo. My friend said unit tests are useful in some scenarios but are also a pain and ig, having an automated checker is useful but still, I’ll hate them with every fiber in my body. yea that’s it. I hated that one exercise which took me an hour because I missed one line of output. ✌️"}, {"post_id": 21892, "ts": "2026-07-04T02:12:00Z", "hours": 3.6606, "text": "Part 10 DevLog Part 10 finished, wheeeeee (I’m (slowly) losing my mind)} In Part 10, I learnt about Java .stream(). Initially, i thought streams were useless since it was easier to use a for-each loop (still my goat), but recently, i began using streams since its more compact and easier to read. I also learnt to make a custom comparator, brushed up on regex again, learnt of enums and Iterator. i do still think iterator class is mostly useful, unless you need to go thru a list and delete elements from them. streams were genuinely painful when i first started doing them. i for the life of me cld not figure out how to use them properly. now i’m semi-confident in using them (i think), and they are useful in some scenarios. (wish i cld show better screenshots but this is all i got sry) ✌️"}, {"post_id": 18149, "ts": "2026-06-29T05:14:06Z", "hours": 0.5469, "text": "Just redid my README, i still think its not that good so if anyone has any suggestions, please leave a comment. tks ✌️"}, {"post_id": 18105, "ts": "2026-06-29T03:19:35Z", "hours": 3.9225, "text": "Finished Part 9/14 of the Java MOOC. I learnt about Interfaces and Abstract methods, how to extend classes and implement methods etc. I learnt how there can be used with Polymorphism to make the program more versatile too. yea i got nothing much else to add. quite hyped to almost be done with this course and start on my mod. it shld be less painful than before right? ✌️ ts so gay PS: quick edit, after this im gna spend some time making my README better cus it sucks rn. ill devlog that after im done"}, {"post_id": 14297, "ts": "2026-06-23T11:22:30Z", "hours": 1.5067, "text": "Completed Part 8 in record time wth. I have no idea how I just completed Part 8 in just 2 days. Actually wait, I do. I skipped the first 5 exercises since they are just a recap of Java Programming I (might do them after if I want to get the certificate). Just learnt HashMaps in Part 8. I’ve got no interesting output to show, so enjoy these 2 pictures. I also learnt that VSCode allows you to generate Getters & Setters, or Contructors for field variables, equals() & hashMap() overrides etc. which is like just so cool. cld’ve saved me so much time. I’ll now move on to Part 9, which makes me one step closer to making my mod. cya ✌️✌️"}, {"post_id": 13626, "ts": "2026-06-22T11:02:12Z", "hours": 14.7986, "text": "I just finished Java Programming I of the Java MOOC course by University of Helsinki. I was allowed to log hours spent learning for my project (the Minecraft Mod), so I did :) Initially, I decided to be stupid and make a Minecraft Mod without learning Java (biggest mistake) and that caused me eternal pain. I’m not sure why I did that, so I then decided to actually learn Java. I’ll probably DevLog every time I finish 1 part of the course, or whenever I feel like it lol, but yea here’s 14h logged then. It’s just a screenshot cus I was too lazy to record a video. The screenshot shows one of the exercises I did for the course, the second last exercise of the Java Programming I course. After this, I move to Java Programming II course. After I finish that, I’ll work on my mod, I guess it’s long time due by now. Hopefully it goes better than before (wish me luck). I think that’s it (holy yap) ✌️"}]...
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Title: Resource-Screening by @shashi93 | Stardance Title: Resource-Screening by @shashi93 | Stardance
Devlogs:
I just finished Java Programming I of the Java MOOC course by University of Helsinki. I was allowed to log hours spent learning for my project (the Minecraft Mod), so I did :) Initially, I decided to be stupid and make a Minecraft Mod without learning Java (biggest mistake) and that caused me eternal pain. I’m not sure why I did that, so I then decided to actually learn Java. I’ll probably DevLog every time I finish 1 part of the course, or whenever I feel like it lol, but yea here’s 14h logged then. It’s just a screenshot cus I was too lazy to record a video. The screenshot shows one of the exercises I did for the course, the second last exercise of the Java Programming I course. After this, I move to Java Programming II course. After I finish that, I’ll work on my mod, I guess it’s long time due by now. Hopefully it goes better than before (wish me luck). I think that’s it (holy yap) ✌️
Completed Part 8 in record time wth. I have no idea how I just completed Part 8 in just 2 days. Actually wait, I do. I skipped the first 5 exercises since they are just a recap of Java Programming I (might do them after if I want to get the certificate). Just learnt HashMaps in Part 8. I’ve got no interesting output to show, so enjoy these 2 pictures. I also learnt that VSCode allows you to generate Getters & Setters, or Contructors for field variables, equals() & hashMap() overrides etc. which is like just so cool. cld’ve saved me so much time. I’ll now move on to Part 9, which makes me one step closer to making my mod. cya ✌️✌️
Finished Part 9/14 of the Java MOOC. I learnt about Interfaces and Abstract methods, how to extend classes and implement methods etc. I learnt how there can be used with Polymorphism to make the program more versatile too. yea i got nothing much else to add. quite hyped to almost be done with this course and start on my mod. it shld be less painful than before right? ✌️ ts so gay PS: quick edit, after this im gna spend some time making my README better cus it sucks rn. ill devlog that after im done
Just redid my README, i still think its not that good so if anyone has any suggestions, please leave a comment. tks ✌️
Part 10 DevLog Part 10 finished, wheeeeee (I’m (slowly) losing my mind)} In Part 10, I learnt about Java .stream(). Initially, i thought streams were useless since it was easier to use a for-each loop (still my goat), but recently, i began using streams since its more compact and easier to read. I also learnt to make a custom comparator, brushed up on regex again, learnt of enums and Iterator. i do still think iterator class is mostly useful, unless you need to go thru a list and delete elements from them. streams were genuinely painful when i first started doing them. i for the life of me cld not figure out how to use them properly. now i’m semi-confident in using them (i think), and they are useful in some scenarios. (wish i cld show better screenshots but this is all i got sry) ✌️
pain in part 11/14, i learnt about class diagrams (among other things), and in all the time I’ve ever done programming, ive never used it. i still thinks its super useless (unless someone reading this strongly disagrees). i can see a niche use case where class diagrams could be useful, but imo, it isn’t useful for me. i also did packages, which i already know about, and they are quite easy, so it wasn’t much of a problem for me. I also learnt about Exceptions, and how to throw them. learnt to write to a file and finished this part. and i also learnt one thing more. I absolutely HATE unit tests. The exercises had tests I needed to pass, and omw they were so annoying. I miss ONE space and the entire thing fails. genuinely pmo. My friend said unit tests are useful in some scenarios but are also a pain and ig, having an automated checker is useful but still, I’ll hate them with every fiber in my body. yea that’s it. I hated that one exercise which took me an hour because I missed one line of output. ✌️
2 more parts to go >”< Finally learnt type parameters (those things inside the <> ) Learnt to make my own implementation of ArrayList and HashMap and 2d arrays (which are and have always been painful) I also decided to try something new this time, I turned on Copilot Code Completion. (cus it’s cool to see the ghost text) . it was genuinely painful at first, and i want to like it but i also rlly hate it sometimes. i got somewhat used to it, then i turned it off, cus it felt like cheating for some of the exercises. I turned it off on the last exercise (deciding the pain was not worth it) and went into even bigger pain, cus 2d arrays. When doing the last exercise (Magic Square), i lowk blanked out and did not feel like doing Java, but i persevered thru anyways. Specifically, when it came to calculating diagonals of the square, cus i didnt know how to do that. I did some brainstorming, found out it’s actually super simple and somehow managed to get it right. (actl i just realized my program is broken for all values above 5, but uh im not fixing it _ ) ooh and uh, anyone got suggestions for my mod name, since im 2 parts away from working on it? (current name is resource-screening btw, but i think its cringy) ✌️
JavaFX JavaFX was interesting, and I’m not too sure how I want to feel about it. I’ve not much to say about this part. Minecraft doesn’t actually use JavaFX, so this part was just slightly useless, but there are some similarities to Minecraft’s rendering system (Lightweight Java Game Library) that I can use to make my mod. I’m most exited for Part 14, where I learn about Maven, since it’s a Java topic I know not much about. Most importantly, after Part 14, I get to finally work on my mod. One interesting thing about this part is that I switched to IntelliJ since it was easier to work with JavaFX on it than on VSCode. Setting up JavaFX just to start working on this part was painful, but I’m happy that I got it working For now, enjoy the TicTacToe Application, and the horrendous if-condition that ends the game :) and sorry this devlog is lowk kinda mid, im tired and don’t feel like writing rn but oh well ✌️
Part 14 The first Part of Part 14 was an extension of JavaFX, where I learnt how to draw charts using JavaFX. Overall, not a too hard topic. One small funny error I spent a bit of time on was on the second exercise, where after an egregious amount of time writing code, my chart showed up. However, since I used an absolute path for the tsv data file, when I submitted that code to the server, it showed an error. Then after a lot of debugging, I remembered a previous exercise, where I had to remove the absolute path before it worked, and when I did that, it worked perfectly. Then, I spent a good bit of time cleaning up my jdk installation, before resuming pain Java. On the next exercise, I needed to create a line chart that shows the amount of savings over time, and this was more pain than I’ve ever experienced. Creating the components was easy, but the formula for plotting the points, yea that was pure torture. 2h of trying, and I finally caved. I thought I was good at math but oh well, asked AI what I was doing wrong, and apparently, I was off-by-one in my data plotting & my formula was adding the savings too many times. Absolute headache going through that, but at least I was finally able to overcome it. And then another problem sprang up. There was an index out of bounds error when running the tests, and I asked the discord server why this was happening, and basically, I was missing 4 lines of code, that is essentially just styling the program, which caused that. yea true pain. I also went on a journey of remaking Aseprite (well not really), and I copied Andy Warhol and remade the Mona Lisa. I almost got it first try, except for one thing. See, humans cant see minute pixel colour differences, but computers can. Not so long story short, due to pixel overwrites from integer truncation, the pixel colour values were just ever so slightly off, that the tests were failing. After previous traumatic events, I caved and asked AI what was wrong, and basically the loop incrementer supplied by the base program was wrong, and it fixed it. It’s fun to leave the boring stuff to AI, and the fun stuff for me. I then followed the step-by-step guideline on remaking Asteroids by Atari, and I think it went ok. I’m most excited right now because finally I complete the Java MOOC course, and I can start work on my mod. But I’m also quite scared/anxious, because I don’t even know where to start now, after so long of not working on my mod. but i’ll figure it out, hopefully. and im also gonna take this time to ask for any name reccomendations, or do you think i should just go with resource-screening ^____^ ✌️
Swapping textures i finally, after like 5h managed to swap between bare bones & faithful x64 yipee I think imma ship the project now you can download from the releases page B1 switches to bare bones B2 switches to faithful there are some minor bugs i need to iron out but for now, i think a first ship is due took way too long to get here but oh well now i gotta figure out that individual texture thing
I spent a while learning Java nio and managed to get the names of all the texture packs and the textures inside of them i also created doogile.zip (as requested by my friend), that will serve as the main way to select individual textures just a simple devlog to catch you guys up to what i’ve been doing
basic texture swapping After actl not too much pain, I got basic texture swapping done. I created a helper class to handle all my texture swapping logic, and it works quite neatly. I do hate File I/O in any programming language, but my mod kind of revolves around FIle I/O, and honestly, even though I got some super unhelpful error messages (I got empty error messages), I somehow managed to pull through Some things I have yet to work on: fix ui to allow all installed packs (currently for testing I just use Motchsens better leaves, since it’s a small pack) allow not just textures but also block models to be hotswapped pray modrinth reviews my project so i can ship it ✌️
dropdown list works >< last time i did this, it took me 30h also what do you think of my highlight, instead of just making the blue border brighter and whiter, i decided to make it redder, to stand out, does it look good? as you can see, there is an error with the dropdown list, as when i pressed the last option, it didnt register (closer to the end of the video) because the button behind it, b9 was getting clicked instead I doub’t this will be a problem (at least for current me), since i dont think the dropdown lists should be ontop of smth else, hopefully but oh well, when it comes to that ill figure it out edit: argh i just realised i haven’t finished scrolling behaviour i’ll get to work on that now my previous ship is still not verified bcos modrinth still havent reviewed my mod (it’s been 3 weeks) ( ˘︹˘ ) so i submitted it to curseforge I’ll update my mod with the newest features and then reship
More file shenanigans! I managed to persist the saved options to the config file, and changed the buttons to dropdowns Some ui stuff still needs fixing but it’s gone relatively alright My ship is still in the process of getting verified, but my project shld be shipped soon!
Almost ready for second ship! The UI is terrible, but I think for now it works. There are still a few bugs with the UI I plan to fix later. The main part of this devlog is that, i changed the layout of the dropdowns, and I created a menu to show the currently selected texture, so it’s easier to see what you’re changing from and to. I fixed some minor bugs with the dropdownlist, and overall, I’m quite happy with how it turned out. Some reviewers didn’t fully understand my mod, so I’ll put some actually better usage instructions in the ship message. Some guy also said my project was completely AI :/ (it’s not), but i accidentally clicked accept payout instead of flagging the review, while going to the bad review. Oh well. I do wan’t to mention that I did use AI for guidance, but it did not code my mod for me. That’s about it After my second ship, I doubt I can continue developing my mod, because my finals are in like 2 days (and i’m doing anything but studying for it, so hope you enjoy my mod, as it is now! ✌️
Ships:
Does some simple texture swapping. I’m getting into individual textures now. Learning Java definitely took a lot of the time, but I’m happy I got something working.
I have a whole bunch of resource packs installed, and managing all of them was a pain. So I decided, why not make a mod to help me do that? To test my mod: Ensure you have some resourcepacks installed, and they should contain custom textures for leaves (I recommend Faithful, Barebones and Motschen’s better leaves). After which, get into a minecraft world, and possibly place some leaves in front of you. Then go into the resourcepacks settings and change the textures. Each dropdown controls a specific leaf texture, as you can see via the texture renderer on top. If you have more than two resourcepacks, the last one may be hidden by the texture renderer, so you can just click through the texture renderer to activate it. Have fun customising textures, I plan to add more functionality soon! :) ✌️...
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1793789743.2101064
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1793876143.2101064
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17856
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Frictionless by @kalpesh | Stardance
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kalpesh
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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 @kalpesh | Stardance
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1793357591.7888186
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1793962391.7888186
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17857
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Untitled by @aidan | Stardance
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aidan
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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 @aidan | Stardance
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My awesome macropad! by @Faizy179 | Stardance
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Faizy179
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[{"post_id": 11690, "ts": "202 [{"post_id": 11690, "ts": "2026-06-19T01:35:11Z", "hours": 0.8161, "text": "Created the schematic for my macropad"}]...
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Title: My awesome macropad! by @Faizy179 | Stardan Title: My awesome macropad! by @Faizy179 | Stardance
Devlogs:
Created the schematic for my macropad...
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TodoMaster by @DharaniDharan_24 | Stardance
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DharaniDharan_24
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Title: TodoMaster by @DharaniDharan_24 | Stardance
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1793501496.9183614
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1794106296.9183614
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17860
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My first slack bot! by @kingofmyown492 | Stardance
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kingofmyown492
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Title: My first slack bot! by @kingofmyown492 | St Title: My first slack bot! by @kingofmyown492 | Stardance...
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1793530614.7305346
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My first slack bot! by @Eurofighter1282 | Stardanc My first slack bot! by @Eurofighter1282 | Stardance...
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Eurofighter1282
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Title: My first slack bot! by @Eurofighter1282 | S Title: My first slack bot! by @Eurofighter1282 | Stardance...
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1793875723.419288
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Arona Chat by @yearcakes | Stardance
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yearcakes
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T12:39:46Z", "hours": 1.0, "multiplier": 9.78, "payout": 7, "blessing": "neutral", "text": "Some small improvements.", "repo": "https://github.com/zhaozhuoran/arona-chat-open", "demo": "https://aronachat.yearcakes.com/"}, {"ship_num": 2, "ts": "2026-09-16T14:26:13Z", "hours": 21.0, "multiplier": 18.5, "payout": 396, "blessing": "neutral", "text": "This is the last ship for Arona Chat for the time being. Since my new semester started on August 31st, I won’t have as much time to work on Arona Chat or add new features. Anyway, I hope you all enjoy Arona Chat!", "repo": "https://github.com/zhaozhuoran/arona-chat-open", "demo": "https://aronachat.yearcakes.com/"}, {"ship_num": 3, "ts": "2026-07-20T05:46:47Z", "hours": 56.0, "multiplier": 14.84, "payout": 826, "blessing": "neutral", "text": "After a lot of work, AronaChat v1.2.0 is finally here! With this update, I’m continuing to transform AronaChat from a simple project into a real product that people can actually use. The Public Demo is now live! This is not just a temporary showcase — I want to build it into a long-term usable product. You can connect your own API providers and use AronaChat with your own models. Security and privacy are also a priority. API keys are stored with encryption and protected by multiple security measures to keep your credentials as safe as possible. Due to storage and cost considerations, each user currently has a limited storage quota. When the limit is reached, attachments will be automatically removed using a FIFO rolling deletion system. Chat history will be preserved as long as possible while keeping operating costs sustainable. Thank you everyone who has followed AronaChat’s journey! This is only the beginning, and I hope AronaChat can become a tool that people truly enjoy using.", "repo": "https://github.com/zhaozhuoran/arona-chat-open", "demo": "https://aronachat.yearcakes.com/"}, {"ship_num": 4, "ts": "2026-06-13T09:11:19Z", "hours": 1.0, "multiplier": 8.56, "payout": 8, "blessing": "neutral", "text": "What did you make? I built Arona Chat, a full-stack AI chat application powered by Cloudflare Workers, D1, R2, Durable Objects, and OpenRouter. It supports chat sessions, file attachments, usage tracking, budget management, authentication, and model selection, all wrapped in a Blue Archive-inspired interface. What was challenging? The most challenging part was designing the backend architecture around long-running AI responses and usage tracking. One lesson I learned the hard way is that inefficient SQLite access patterns can dramatically increase database costs. As the project grew, I had to rethink how usage statistics were stored and aggregated instead of recalculating everything repeatedly. Another challenge was handling very long SSE streams. For AI responses that may take a long time to complete, it is important that processing continues even if the client disconnects. This was my first time introducing Durable Objects into a production project, and they turned out to be a great fit for maintaining state and ensuring reliable streaming behavior. What are you proud of? I’m proud that this project pushed me beyond simple CRUD applications and into distributed system design. Integrating Durable Objects, building usage aggregation, and optimizing streaming performance taught me a lot about how real-world AI applications are built. I’m also genuinely impressed by Cloudflare R2. It was extremely easy to integrate, works reliably, and offers a very generous free tier, making it an excellent choice for student developers and hobby projects. How can people test it? Fork this repository. Update the wrangler.toml configuration for your own Cloudflare resources (do not commit any secrets). Deploy the frontend (frontend) to Cloudflare Pages and the backend (backend) to Cloudflare Workers. Configure the required Secrets in Cloudflare after deployment. Open the deployed site and log in using the password you configured. Create your first Passkey (highly recommended for a better login experience). Start chatting, upload files, try different models, and explore usage statistics and budget management features.", "repo": "https://github.com/zhaozhuoran/arona-chat-open", "demo": "https://aronachat.yearcakes.com/"}]...
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[{"post_id": 75553, "ts": "202 [{"post_id": 75553, "ts": "2026-09-30T12:37:56Z", "hours": 1.2942, "text": "I added a simple sharing function. I also added automatic picture attachment compression, which should save a lot of tokens. Commit"}, {"post_id": 68643, "ts": "2026-09-15T13:37:00Z", "hours": 4.7658, "text": "This is the last update for Arona Chat for the time being. In this update, I’ve added automatic image resizing, support for TXT and Markdown files, dynamic username injection in the greeting and system prompt, and the new Ethereal Dark theme. However, since my new semester started on August 31st, I won’t have as much time to work on Arona Chat or add new features. Anyway, I hope you all enjoy Arona Chat! Commit"}, {"post_id": 40574, "ts": "2026-08-04T06:52:05Z", "hours": 2.5586, "text": "Hey guys! I’m currently working on a new theme (Ethereal Dark) for Arona Chat, and it will probably introduce a very large diff with many UI/CSS/component changes. I’m thinking about creating a dedicated feature branch (theme/ethereal-dark) for this work instead of directly committing everything to main. The idea is to keep the development process transparent and easier to review for future reviewers and users. After the theme is complete, I’ll merge it back into main. So I’d like to get your opinion: Do you prefer seeing the full development history through a feature branch? Or do you think keeping a cleaner main history with a larger commit is better? Thanks!"}, {"post_id": 40524, "ts": "2026-08-04T03:31:20Z", "hours": 6.0331, "text": "Settings now save automatically as soon as you make changes, so there’s no more clicking Save everywhere. The user list also shows each user’s email when available (falling back to the Clerk ID). Improved auth by showing a recovery screen if initialization gets stuck for 12 seconds, and hardened SSRF protection against alternative IPv4 bypass tricks. I’ve already started designing the Ethereal Dark theme too, but since it’s unrelated to this commit I didn’t include it yet. Still probably another 8–10 hours to go before it’s ready. Commit"}, {"post_id": 38059, "ts": "2026-07-31T07:37:52Z", "hours": 4.6294, "text": "After using the Ethereal Light theme for a while, I realized that although the core chat interface was done, many secondary pages still looked like they belonged to a completely different application. So this update wasn’t about adding a flashy new feature, it was about finishing what Ethereal Light was always meant to be. This is one of those updates where most users probably won’t notice every individual change, but I hope everyone notices that Ethereal Light feels even more beautiful now. I also realized that good UI isn’t about making one page beautiful, it’s about making every page feel like it was designed together. Commit"}, {"post_id": 37591, "ts": "2026-07-30T12:56:46Z", "hours": 1.7836, "text": "Confession time: I’m a high school STEM student. I spend far more time studying math, physics, chemistry, and biology than anything related to design. I have almost no artistic background, and I’m much more of a coder than a designer, so building Ethereal Light has been quite a journey. Half of the CSS for Ethereal Light only exists because I kept googling, “How do I make this look less ugly?” 😭 Somehow, after countless tiny tweaks, it’s finally starting to look like the theme I imagined. Anyway, I hope you love Arona Chat."}, {"post_id": 37517, "ts": "2026-07-30T10:14:34Z", "hours": 1.0261, "text": "I’m planning to further polish Ethereal Light theme and address the suggestions mentioned in the rating feedback. Thanks everyone for the support!"}, {"post_id": 32697, "ts": "2026-07-22T00:42:44Z", "hours": 0.5992, "text": "Upcoming Changes: Add more personalization features, such as customizable tone and emoji usage. Refine the Ethereal Light theme."}, {"post_id": 31626, "ts": "2026-07-20T05:40:15Z", "hours": 1.5953, "text": "After fixing a number of issues, the Arona Chat Public Demo is finally ready! You can try it using the link below. https://aronachat.yearcakes.com/"}, {"post_id": 31317, "ts": "2026-07-19T16:46:36Z", "hours": 4.7217, "text": "AronaChat v1.2.0 — A Bigger Update Than The Version Number Suggests Today, I completed AronaChat v1.2.0! Although this is only a minor version bump, it actually includes a lot of major improvements and new features. In this update, I added multi-provider support, custom models, the new Ethereal Light theme, and many other improvements. There are still many things to polish, but I’m working hard to turn AronaChat into something that we can genuinely use in our daily lives — not just a project. The current codebase has grown into a very complex system, so I’m planning to deploy the Public Demo version tomorrow. But this Public Demo is not just a temporary showcase. My goal is to make it a long-term usable product. You will be able to connect your own API providers and use AronaChat with your own services. To protect your privacy and security, the current version includes encrypted API key storage and multiple layers of security protection to keep your credentials as safe as possible. Due to storage and cost considerations, each user will have a fixed storage quota. If the limit is exceeded, attachments will be automatically removed using a FIFO (First In, First Out) rolling deletion system. For chat history, I’ll try my best to keep conversations stored for as long as possible while maintaining reasonable operating costs. Thank you for following the development of AronaChat! This is still just the beginning, and I hope it can become a tool that people truly enjoy using."}, {"post_id": 30657, "ts": "2026-07-18T12:26:38Z", "hours": 2.2361, "text": "The core development work is pretty much done! I’m now moving into the final polishing phase—doing security reviews, testing everything thoroughly, and fixing all the little rough edges I can find. Once that’s finished, I’ll deploy the new build as a public instance that everyone can use long-term. Can’t wait to share it with you all!"}, {"post_id": 30560, "ts": "2026-07-18T07:28:12Z", "hours": 2.12, "text": "🌸 Devlog Update I’m currently exploring a better and more reasonable resource limitation system, hoping to make the DEMO experience smoother, friendlier, and more enjoyable for everyone! I’m also working on adding support for custom model providers, so you’ll be able to add your own providers and use this project as a complete long-term solution instead of just a DEMO. Of course, this also brings some new challenges qwq Since users will be able to add their own API Keys, I need to carefully design a secure system to make sure your keys stay safe and never get exposed. I’m planning a layered architecture with encryption, multiple authentication layers, and additional security protections. This project is becoming much more complicated than I originally expected… but I want to build it properly instead of rushing it 🥺✨ 🌱 About Storage S3-compatible storage is really expensive qwq, so for now I’ve added per-user file size limits and a 7-day automatic cleanup system. I know these limits are a little too strict, and I’m really sorry about that 🥲💦 I hope you can understand that I’m still a solo developer trying to keep the service sustainable. To improve this, I’m building my own tiered storage system — Minamo 🌊 After Minamo is finished, attachment storage limits will be increased significantly, and the 7-day automatic cleanup will be removed! 🎉 If you like this project, you can follow this project or follow Minamo to receive future updates and new features 💫 Thank you so much for supporting this project! 💙"}, {"post_id": 30185, "ts": "2026-07-17T15:34:58Z", "hours": 4.2597, "text": "Whitelist is almost finished! There’s only a little bit left to polish, and I should have it done within the next few days. New ship coming soon™"}, {"post_id": 29884, "ts": "2026-07-17T01:31:04Z", "hours": 1.4356, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish [DONE] Final UI review - almost done Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 27088, "ts": "2026-07-12T10:32:05Z", "hours": 2.3678, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish [IN PROGRESS] Final UI review - almost done Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 27039, "ts": "2026-07-12T06:47:49Z", "hours": 1.4494, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 27020, "ts": "2026-07-12T05:11:34Z", "hours": 2.5303, "text": "Finally fixed the security vulnerabilities and the remaining bugs. Next, I’ll continue reviewing the codebase and finish the new theme."}, {"post_id": 26596, "ts": "2026-07-11T14:50:43Z", "hours": 3.3919, "text": "I’m currently fixing a number of bugs in the new Ethereal Light theme. At the same time, I had the codebase audited by AI, which identified several critical security issues. I’m actively working through both the theme bugs and the reported vulnerabilities, so the next public commit may be delayed a bit. Before anything is published, I’ll also perform a full manual security review to make sure the public release is free of known security issues."}, {"post_id": 26481, "ts": "2026-07-11T09:28:21Z", "hours": 2.2219, "text": "Unexpectedly discovered several critical bugs. Currently fixing them."}, {"post_id": 26419, "ts": "2026-07-11T06:13:44Z", "hours": 1.4672, "text": "Fixed a bunch of UI, animation, rendering, and performance issues across the Ethereal Light theme and the Settings Panel. Real-time reasoning topic extraction now handles unfinished Markdown chunks correctly, so active words no longer get cut off while responses are streaming. I also switched to stable React keys, which eliminates the annoying text flickering during streaming. The scrolling lock, content clipping, and hidden input issues in Ethereal Light have also been fixed by improving layer isolation and hardware acceleration. Finally, repeated clicks on the Save button in Settings are now automatically deduplicated, preventing duplicate requests when the same configuration is submitted multiple times within 5 seconds."}, {"post_id": 26378, "ts": "2026-07-11T04:07:14Z", "hours": 0.9244, "text": "Fixed a critical bug that could allow users to perform unauthorized operations."}, {"post_id": 25794, "ts": "2026-07-10T08:01:30Z", "hours": 2.67, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 25669, "ts": "2026-07-10T02:34:24Z", "hours": 3.2403, "text": "Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [IN PROGRESS] Animations (almost done) Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 25112, "ts": "2026-07-09T03:30:04Z", "hours": 2.4272, "text": "I couldn’t decide between a typewriter effect and a fade-in animation for AI responses, so I added both! You can now choose your preferred output animation in Settings."}, {"post_id": 24128, "ts": "2026-07-07T14:30:38Z", "hours": 0.7944, "text": "I refactored the usage calculation. This fixes an issue where the per-model cost wasn’t updated automatically, while also reducing database usage."}, {"post_id": 22584, "ts": "2026-07-05T03:34:45Z", "hours": 2.1117, "text": "I discovered that adding a new feature caused an existing feature to break. To prevent similar regressions, I added smoke tests and a full end-to-end (E2E) test suite."}, {"post_id": 21564, "ts": "2026-07-03T16:19:24Z", "hours": 4.1964, "text": "Status Updated! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft Animations Component art polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading"}, {"post_id": 19919, "ts": "2026-07-01T11:05:33Z", "hours": 2.1733, "text": "I am currently working on: New frontend UI theme (I named it Ethereal Light. It will be very, very beautiful!), and it will be released with a theme selector (if you don’t like it, you can switch to the current Classic theme). Whitelist: enabling you to have a private deployment! User resource usage limits: designed for the demo. Lazy frontend loading: makes the frontend start faster! Bug fixes: the current version has many bugs, including Clerk integration, multi-provider switching, etc. Locating the source of these bugs is very tiring. The next public version will take a long time to release and be pushed to the public repo. I will sync my progress via devlogs. If you have any suggestions, please tell me — they are very, very important to me!"}, {"post_id": 16796, "ts": "2026-06-27T08:28:33Z", "hours": 3.0211, "text": "Integrated Clerk for authentication and fixed various bugs :D"}, {"post_id": 13718, "ts": "2026-06-22T14:21:24Z", "hours": 3.1058, "text": "feat: optimize chat stream stability, security, and frontend rendering performance- Security: Added sensitive data redaction (masking password , secret , token , apiKey ) for trace logs in backend utility request/response body parsing. Stability: Enhanced Durable Object state recovery by persisting and restoring runtime payloads, ensuring the process queue resumes on restart, and adding a 100-second upstream API fetch timeout. Database: Bumped DB schema version to 15, adding applySchemaV14 and applySchemaV15 compatibility stubs. Performance: Refactored ChatSession message lists by extracting and memoizing UserMessageRow and AssistantMessageRow with React.memo , and extracted static Markdown plugins outside of render scopes to eliminate redundant parsing. State Management: Integrated Zustand useShallow selectors across App , ChatInputArea , and ChatSession to prevent unnecessary re-renders. Resilience: Upgraded stream reconnect/resume flow in the store to pass existing stream progress (content and reasoning), preventing flickering and duplicate content rendering on stream recovery."}, {"post_id": 12359, "ts": "2026-06-20T05:08:29Z", "hours": 1.1664, "text": "Added a Demo Mode that allows guest access via a password-based login. Demo mode can be enabled via config. Guests can log in using a shared demo password. All demo sessions are isolated per device. Demo data is separated from production."}, {"post_id": 7960, "ts": "2026-06-13T08:59:45Z", "hours": 0.5317, "text": "Release 1.1.0 This update focuses on enhancing usage tracking capabilities, introducing flexible service tiers and budget management, and delivering deep performance optimizations for the chat experience. 🌟 New Features Usage Aggregation: Added persistent tracking of total requests, prompt/completion tokens, and total cost (USD) within user profiles, including a detailed breakdown by model. Service Tiers: Introduced OpenRouter Service Tier support to balance cost and performance: Flex (0.5x cost): More affordable, but potentially slower or less reliable. Default (1.0x cost): Standard service level. Priority (2.5x cost): Fastest response times and highest priority. Temporary Daily Budget: Added the ability to set a temporary budget override for the current UTC day, allowing short-term flexibility without altering long-term settings. Usage Sync Tool: A new “Recalculate Usage Statistics” feature in the settings allows users to force a backend scan of all records to synchronize aggregated totals. ⚡ Performance Improvements Streaming Render Optimization: Implemented a buffering mechanism using requestAnimationFrame in useStore, shifting high-frequency streaming updates from “immediate trigger” to “frame-synced updates,” significantly reducing re-renders and improving UI smoothness. Refined Auto-Scroll: Overhauled auto-scroll logic in ChatSession to distinguish between session switches, message count changes, and active streaming, ensuring smoother scrolling behavior. 🎨 UI/UX Enhancements Session Management: Pagination: Session list now uses lazy loading (“Load More”) instead of loading all sessions at once, improving startup speed. Quick Actions: Added Pin and Archive capabilities in session menu for better organization. Settings Panel Upgrade: Advanced Tab: Introduced a new “Advanced” tab for system maintenance tools and technical information. Budget UI: Improved budget settings interface with detailed cost multiplier explanations and a dedicated temporary budget input. System Info: Added visibility for Instance ID and Schema Version. 🛠️ Technical Changes Backend Architecture: Modularized routing and migrated chat sessions to a Durable Object-based implementation for better state consistency. Database Migration: Updated user profile schema to support usage aggregation (Schema v13). Shared Types: Updated UserProfile and ChatGenerationSettings types to support new tracking and configuration options."}, {"post_id": 7928, "ts": "2026-06-13T06:57:41Z", "hours": 0.3606, "text": "First Public Release!"}]...
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Title: Arona Chat by @yearcakes | Stardance
Devlo Title: Arona Chat by @yearcakes | Stardance
Devlogs:
First Public Release!
Release 1.1.0 This update focuses on enhancing usage tracking capabilities, introducing flexible service tiers and budget management, and delivering deep performance optimizations for the chat experience. 🌟 New Features Usage Aggregation: Added persistent tracking of total requests, prompt/completion tokens, and total cost (USD) within user profiles, including a detailed breakdown by model. Service Tiers: Introduced OpenRouter Service Tier support to balance cost and performance: Flex (0.5x cost): More affordable, but potentially slower or less reliable. Default (1.0x cost): Standard service level. Priority (2.5x cost): Fastest response times and highest priority. Temporary Daily Budget: Added the ability to set a temporary budget override for the current UTC day, allowing short-term flexibility without altering long-term settings. Usage Sync Tool: A new “Recalculate Usage Statistics” feature in the settings allows users to force a backend scan of all records to synchronize aggregated totals. ⚡ Performance Improvements Streaming Render Optimization: Implemented a buffering mechanism using requestAnimationFrame in useStore, shifting high-frequency streaming updates from “immediate trigger” to “frame-synced updates,” significantly reducing re-renders and improving UI smoothness. Refined Auto-Scroll: Overhauled auto-scroll logic in ChatSession to distinguish between session switches, message count changes, and active streaming, ensuring smoother scrolling behavior. 🎨 UI/UX Enhancements Session Management: Pagination: Session list now uses lazy loading (“Load More”) instead of loading all sessions at once, improving startup speed. Quick Actions: Added Pin and Archive capabilities in session menu for better organization. Settings Panel Upgrade: Advanced Tab: Introduced a new “Advanced” tab for system maintenance tools and technical information. Budget UI: Improved budget settings interface with detailed cost multiplier explanations and a dedicated temporary budget input. System Info: Added visibility for Instance ID and Schema Version. 🛠️ Technical Changes Backend Architecture: Modularized routing and migrated chat sessions to a Durable Object-based implementation for better state consistency. Database Migration: Updated user profile schema to support usage aggregation (Schema v13). Shared Types: Updated UserProfile and ChatGenerationSettings types to support new tracking and configuration options.
Added a Demo Mode that allows guest access via a password-based login. Demo mode can be enabled via config. Guests can log in using a shared demo password. All demo sessions are isolated per device. Demo data is separated from production.
feat: optimize chat stream stability, security, and frontend rendering performance- Security: Added sensitive data redaction (masking password , secret , token , apiKey ) for trace logs in backend utility request/response body parsing. Stability: Enhanced Durable Object state recovery by persisting and restoring runtime payloads, ensuring the process queue resumes on restart, and adding a 100-second upstream API fetch timeout. Database: Bumped DB schema version to 15, adding applySchemaV14 and applySchemaV15 compatibility stubs. Performance: Refactored ChatSession message lists by extracting and memoizing UserMessageRow and AssistantMessageRow with React.memo , and extracted static Markdown plugins outside of render scopes to eliminate redundant parsing. State Management: Integrated Zustand useShallow selectors across App , ChatInputArea , and ChatSession to prevent unnecessary re-renders. Resilience: Upgraded stream reconnect/resume flow in the store to pass existing stream progress (content and reasoning), preventing flickering and duplicate content rendering on stream recovery.
Integrated Clerk for authentication and fixed various bugs :D
I am currently working on: New frontend UI theme (I named it Ethereal Light. It will be very, very beautiful!), and it will be released with a theme selector (if you don’t like it, you can switch to the current Classic theme). Whitelist: enabling you to have a private deployment! User resource usage limits: designed for the demo. Lazy frontend loading: makes the frontend start faster! Bug fixes: the current version has many bugs, including Clerk integration, multi-provider switching, etc. Locating the source of these bugs is very tiring. The next public version will take a long time to release and be pushed to the public repo. I will sync my progress via devlogs. If you have any suggestions, please tell me — they are very, very important to me!
Status Updated! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft Animations Component art polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading
I discovered that adding a new feature caused an existing feature to break. To prevent similar regressions, I added smoke tests and a full end-to-end (E2E) test suite.
I refactored the usage calculation. This fixes an issue where the per-model cost wasn’t updated automatically, while also reducing database usage.
I couldn’t decide between a typewriter effect and a fade-in animation for AI responses, so I added both! You can now choose your preferred output animation in Settings.
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [IN PROGRESS] Animations (almost done) Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading
Fixed a critical bug that could allow users to perform unauthorized operations.
Fixed a bunch of UI, animation, rendering, and performance issues across the Ethereal Light theme and the Settings Panel. Real-time reasoning topic extraction now handles unfinished Markdown chunks correctly, so active words no longer get cut off while responses are streaming. I also switched to stable React keys, which eliminates the annoying text flickering during streaming. The scrolling lock, content clipping, and hidden input issues in Ethereal Light have also been fixed by improving layer isolation and hardware acceleration. Finally, repeated clicks on the Save button in Settings are now automatically deduplicated, preventing duplicate requests when the same configuration is submitted multiple times within 5 seconds.
Unexpectedly discovered several critical bugs. Currently fixing them.
I’m currently fixing a number of bugs in the new Ethereal Light theme. At the same time, I had the codebase audited by AI, which identified several critical security issues. I’m actively working through both the theme bugs and the reported vulnerabilities, so the next public commit may be delayed a bit. Before anything is published, I’ll also perform a full manual security review to make sure the public release is free of known security issues.
Finally fixed the security vulnerabilities and the remaining bugs. Next, I’ll continue reviewing the codebase and finish the new theme.
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish Final UI review Whitelist User resource usage limits (for the demo) Lazy frontend loading
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish [IN PROGRESS] Final UI review - almost done Whitelist User resource usage limits (for the demo) Lazy frontend loading
Status Update! [IN PROGRESS] New frontend UI theme — Ethereal Light [DONE] Draft [DONE] Animations [DONE] Visual polish [DONE] Final UI review - almost done Whitelist User resource usage limits (for the demo) Lazy frontend loading
Whitelist is almost finished! There’s only a little bit left to polish, and I should have it done within the next few days. New ship coming soon™
🌸 Devlog Update I’m currently exploring a better and more reasonable resource limitation system, hoping to make the DEMO experience smoother, friendlier, and more enjoyable for everyone! I’m also working on adding support for custom model providers, so you’ll be able to add your own providers and use this project as a complete long-term solution instead of just a DEMO. Of course, this also brings some new challenges qwq Since users will be able to add their own API Keys, I need to carefully design a secure system to make sure your keys stay safe and never get exposed. I’m planning a layered architecture with encryption, multiple authentication layers, and additional security protections. This project is becoming much more complicated than I originally expected… but I want to build it properly instead of rushing it 🥺✨ 🌱 About Storage S3-compatible storage is really expensive qwq, so for now I’ve added per-user file size limits and a 7-day automatic cleanup system. I know these limits are a little too strict, and I’m really sorry about that 🥲💦 I hope you can understand that I’m still a solo developer trying to keep the service sustainable. To improve this, I’m building my own tiered storage system — Minamo 🌊 After Minamo is finished, attachment storage limits will be increased significantly, and the 7-day automatic cleanup will be removed! 🎉 If you like this project, you can follow this project or follow Minamo to receive future updates and new features 💫 Thank you so much for supporting this project! 💙
The core development work is pretty much done! I’m now moving into the final polishing phase—doing security reviews, testing everything thoroughly, and fixing all the little rough edges I can find. Once that’s finished, I’ll deploy the new build as a public instance that everyone can use long-term. Can’t wait to share it with you all!
AronaChat v1.2.0 — A Bigger Update Than The Version Number Suggests Today, I completed AronaChat v1.2.0! Although this is only a minor version bump, it actually includes a lot of major improvements and new features. In this update, I added multi-provider support, custom models, the new Ethereal Light theme, and many other improvements. There are still many things to polish, but I’m working hard to turn AronaChat into something that we can genuinely use in our daily lives — not just a project. The current codebase has grown into a very complex system, so I’m planning to deploy the Public Demo version tomorrow. But this Public Demo is not just a temporary showcase. My goal is to make it a long-term usable product. You will be able to connect your own API providers and use AronaChat with your own services. To protect your privacy and security, the current version includes encrypted API key storage and multiple layers of security protection to keep your credentials as safe as possible. Due to storage and cost considerations, each user will have a fixed storage quota. If the limit is exceeded, attachments will be automatically removed using a FIFO (First In, First Out) rolling deletion system. For chat history, I’ll try my best to keep conversations stored for as long as possible while maintaining reasonable operating costs. Thank you for following the development of AronaChat! This is still just the beginning, and I hope it can become a tool that people truly enjoy using.
After fixing a number of issues, the Arona Chat Public Demo is finally ready! You can try it using the link below. https://aronachat.yearcakes.com/
Upcoming Changes: Add more personalization features, such as customizable tone and emoji usage. Refine the Ethereal Light theme.
I’m planning to further polish Ethereal Light theme and address the suggestions mentioned in the rating feedback. Thanks everyone for the support!
Confession time: I’m a high school STEM student. I spend far more time studying math, physics, chemistry, and biology than anything related to design. I have almost no artistic background, and I’m much more of a coder than a designer, so building Ethereal Light has been quite a journey. Half of the CSS for Ethereal Light only exists because I kept googling, “How do I make this look less ugly?” 😭 Somehow, after countless tiny tweaks, it’s finally starting to look like the theme I imagined. Anyway, I hope you love Arona Chat.
After using the Ethereal Light theme for a while, I realized that although the core chat interface was done, many secondary pages still looked like they belonged to a completely different application. So this update wasn’t about adding a flashy new feature, it was about finishing what Ethereal Light was always meant to be. This is one of those updates where most users probably won’t notice every individual change, but I hope everyone notices that Ethereal Light feels even more beautiful now. I also realized that good UI isn’t about making one page beautiful, it’s about making every page feel like it was designed together. Commit
Settings now save automatically as soon as you make changes, so there’s no more clicking Save everywhere. The user list also shows each user’s email when available (falling back to the Clerk ID). Improved auth by showing a recovery screen if initialization gets stuck for 12 seconds, and hardened SSRF protection against alternative IPv4 bypass tricks. I’ve already started designing the Ethereal Dark theme too, but since it’s unrelated to this commit I didn’t include it yet. Still probably another 8–10 hours to go before it’s ready. Commit
Hey guys! I’m currently working on a new theme (Ethereal Dark) for Arona Chat, and it will probably introduce a very large diff with many UI/CSS/component changes. I’m thinking about creating a dedicated feature branch (theme/ethereal-dark) for this work instead of directly committing everything to main. The idea is to keep the development process transparent and easier to review for future reviewers and users. After the theme is complete, I’ll merge it back into main. So I’d like to get your opinion: Do you prefer seeing the full development history through a feature branch? Or do you think keeping a cleaner main history with a larger commit is better? Thanks!
This is the last update for Arona Chat for the time being. In this update, I’ve added automatic image resizing, support for TXT and Markdown files, dynamic username injection in the greeting and system prompt, and the new Ethereal Dark theme. However, since my new semester started on August 31st, I won’t have as much time to work on Arona Chat or add new features. Anyway, I hope you all enjoy Arona Chat! Commit
I added a simple sharing function. I also added automatic picture attachment compression, which should save a lot of tokens. Commit
Ships:
What did you make? I built Arona Chat, a full-stack AI chat application powered by Cloudflare Workers, D1, R2, Durable Objects, and OpenRouter. It supports chat sessions, file attachments, usage tracking, budget management, authentication, and model selection, all wrapped in a Blue Archive-inspired interface. What was challenging? The most challenging part was designing the backend architecture around long-running AI responses and usage tracking. One lesson I learned the hard way is that inefficient SQLite access patterns can dramatically increase database costs. As the project grew, I had to rethink how usage statistics were stored and aggregated instead of recalculating everything repeatedly. Another challenge was handling very long SSE streams. For AI responses that may take a long time to complete, it is important that processing continues even if the client disconnects. This was my first time introducing Durable Objects into a production project, and they turned out to be a great fit for maintaining state and ensuring reliable streaming behavior. What are you proud of? I’m proud that this project pushed me beyond simple CRUD applications and into distributed system design. Integrating Durable Objects, building usage aggregation, and optimizing streaming performance taught me a lot about how real-world AI applications are built. I’m also genuinely impressed by Cloudflare R2. It was extremely easy to integrate, works reliably, and offers a very generous free tier, making it an excellent choice for student developers and hobby projects. How can people test it? Fork this repository. Update the wrangler.toml configuration for your own Cloudflare resources (do not commit any secrets). Deploy the frontend (frontend) to Cloudflare Pages and the backend (backend) to Cloudflare Workers. Configure the required Secrets in Cloudflare after deployment. Open the deployed site and log in using the password you configured. Create your first Passkey (highly recommended for a better login experience). Start chatting, upload files, try different models, and explore usage statistics and budget management features.
After a lot of work, AronaChat v1.2.0 is finally here! With this update, I’m continuing to transform AronaChat from a simple project into a real product that people can actually use. The Public Demo is now live! This is not just a temporary showcase — I want to build it into a long-term usable product. You can connect your own API providers and use AronaChat with your own models. Security and privacy are also a priority. API keys are stored with encryption and protected by multiple security measures to keep your credentials as safe as possible. Due to storage and cost considerations, each user currently has a limited storage quota. When the limit is reached, attachments will be automatically removed using a FIFO rolling deletion system. Chat history will be preserved as long as possible while keeping operating costs sustainable. Thank you everyone who has followed AronaChat’s journey! This is only the beginning, and I hope AronaChat can become a tool that people truly enjoy using.
This is the last ship for Arona Chat for the time being. Since my new semester started on August 31st, I won’t have as much time to work on Arona Chat or add new features. Anyway, I hope you all enjoy Arona Chat!
Some small improvements....
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Devlogs:
Day 0&1 After linking everything together and getting the basics done, I’ve now got a small working prototype for my game! There’s a lot more to be done but the fact that it’s already kind of fun to mess around with the debug version of the game means I’m getting somewhere....
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T20:48:57Z", "hours": 3.0, "multiplier": 13.37, "payout": 42, "blessing": "neutral", "text": "0xKit | an offline CTF field kit that runs entirely in your browser What I made 0xKit is a toolkit for Capture The Flag: recon, classical and modern crypto, encodings, and file forensics, all in one page, all client-side. It started life as DevBox, a drawer of generic dev converters, and I reprofiled the whole thing around one user, a CTF player, instead of bolting more tools onto a pile. The centerpiece is a chainable pipeline. Instead of one tool per page, you stack operations into a recipe and each step feeds the next: From Base64, then From Hex, then XOR. Underneath, every operation speaks one language, raw bytes, so a gzip blob survives the chain instead of getting mangled. And there’s a Magic button: paste a blob you don’t understand, and it tries a pile of decodes, scores each result on how much it looks like real data, and hands you the ranked chains to click into. Around that sit a Cipher Solver, an XOR brute-forcer, a File Inspector, a Hash Identifier, and the usual recon suspects (JWT, regex, diff, timestamp). What was challenging Writing by hand the things you’d normally just install. MD5, SHA-1 and SHA-256 from scratch, with all the 32-bit integer and padding fiddliness. A base58 codec that shipped with a sneaky all-zeros bug a test caught. The Magic detector was the hardest part conceptually: scoring “does this look like real data” using printable ratio, entropy, dictionary words, file magic bytes and flag markers, then recursing through candidate decodes without blowing up. Keeping the whole thing byte-accurate end to end so binary data never gets corrupted mid-pipeline took real care. What I’m proud of That it has a point of view now. It’s for someone, instead of being odds and ends. It runs with zero runtime dependencies, no UI library, no router, no crypto packages, just React, Vite and plain CSS, and it’s all backed by a real test suite (68 tests). I committed to the bet hard enough to delete the old generic tools, rebuild the look as a clean monochrome shell with hand-drawn line icons, and ship it as an installable, fully offline PWA. Nothing you paste ever leaves your machine, which for competition data actually matters. How to test it Open the Pipeline tool, paste SGVsbG8gMHhLaXQ=, click Magic, and watch it suggest From Base64 and decode to “Hello 0xKit”. Click the suggestion to load it. Try XOR Brute-Force: set format to hex, paste 2e2225236d3a3631386f6738273f, and the top candidate reveals flag{xor_me} with its key. Cipher Solver brute-forces all 26 Caesar shifts at once; the default text decodes at ROT23. Drop any PNG, PDF or ZIP into File Inspector to see magic-byte detection, a hex dump and extracted strings, all without uploading the file. Paste an MD5 into Hash Identifier to see it guess the algorithm from the digest’s shape. Hit Ctrl+K to jump between tools. Install it as an app and turn off your wifi: it still works.", "repo": "https://github.com/AndreiRazvanGhita/0xKit", "demo": "https://andreirazvanghita.github.io/0xKit/"}]...
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[{"post_id": 9501, "ts": "2026 [{"post_id": 9501, "ts": "2026-06-15T21:05:15Z", "hours": 1.5628, "text": "Devlog 3 - DevBox becomes 0xKit Big pivot. DevBox is turning into 0xKit, a toolkit for CTF recon, crypto and forensics. Same offline browser app, sharper focus. The honest reason: DevBox worked, but it was a pile of converters you could find in ten other places. No reason to reach for it. So instead of bolting on more generic tools, I pointed the whole thing at one user, a CTF player, and built the harder tools that crowd actually needs. What sold me on the pivot was realising DevBox’s “nice to have” is a real selling point here. Everything runs in your browser and never leaves your machine. For a dev formatting JSON, who cares. For someone poking at competition data they shouldn’t paste into a random website, that matters. The centerpiece is a pipeline. Instead of one tool per page, you stack operations and each feeds the next: From Base64, then From Hex, then XOR. It’s the CyberChef idea, rebuilt small and dependency-free. Underneath, every operation speaks one language, raw bytes, so a gzip blob survives the chain instead of getting mangled. Building it meant writing things by hand you’d normally install: MD5, SHA-1, a base58 codec with a sneaky all-zeros bug a test caught. So was it worth it? Yes. 0xKit has a point of view now, it’s for someone instead of being a drawer of odds and ends. And it forced real work: a composable engine, hand-rolled crypto, a pile of tests. I even cut JSON, color and cron to commit to the bet. Felt scary, then immediately right. Next up: the Magic button, which guesses the decode chain for a blob you don’t understand, then the crypto and forensics tools, and getting 0xKit live."}, {"post_id": 8338, "ts": "2026-06-13T21:09:06Z", "hours": 0.58, "text": "Devlog 2 - Four more tools and search DevBox grew up a bit this round. It went from three tools to seven, and the sidebar finally got a search box. The new ones: Regex tester, Timestamp converter, Color converter, and Text Case. The Regex one is my favorite - it highlights matches live as you type and counts them, with the g/i/m flags as little checkboxes. Timestamp figures out on its own whether you handed it seconds or milliseconds. Color swaps between HEX, RGB and HSL and shows a swatch. Text Case turns whatever you type into camelCase, snake_case, kebab-case and the rest. Now that the list was getting longer, I added a search box up top - just start typing to filter, or hit Ctrl+K to jump straight to it. The fiddly bits were the small edge cases. Regex with something like \\d* used to duplicate the text in the preview, and the case converter choked on acronyms like parseHTTPRequest. Both fixed now. Boring stuff, but it’s the difference between a toy and something you actually trust. Next up: a hash generator, and making the whole thing work offline as an installable app."}, {"post_id": 8270, "ts": "2026-06-13T19:19:48Z", "hours": 1.0867, "text": "Devlog 1 - Getting started My first devlog! DevBox just went from an empty folder to something I can actually use, with three working tools. The idea: one page with all the little tools devs keep googling - JSON, Base64, URL encoding - running right in your browser. No submit buttons, works offline, nothing you type ever leaves your machine. I started with the shell, so adding a tool is dead easy: one folder plus one line in a config file gets it into the sidebar, routing, and search. Then the first three tools - JSON Formatter, Base64, and URL, the last two auto-detecting whether to encode or decode. The tricky part was that auto-detect: it only treats input as Base64 if it survives a clean round-trip, otherwise plain text turns to garbage. Next up: four more tools (Regex, Timestamp, Color, Text Case)."}]...
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Title: 0xKit by @ghita | Stardance
Devlogs:
Devlo Title: 0xKit by @ghita | Stardance
Devlogs:
Devlog 1 - Getting started My first devlog! DevBox just went from an empty folder to something I can actually use, with three working tools. The idea: one page with all the little tools devs keep googling - JSON, Base64, URL encoding - running right in your browser. No submit buttons, works offline, nothing you type ever leaves your machine. I started with the shell, so adding a tool is dead easy: one folder plus one line in a config file gets it into the sidebar, routing, and search. Then the first three tools - JSON Formatter, Base64, and URL, the last two auto-detecting whether to encode or decode. The tricky part was that auto-detect: it only treats input as Base64 if it survives a clean round-trip, otherwise plain text turns to garbage. Next up: four more tools (Regex, Timestamp, Color, Text Case).
Devlog 2 - Four more tools and search DevBox grew up a bit this round. It went from three tools to seven, and the sidebar finally got a search box. The new ones: Regex tester, Timestamp converter, Color converter, and Text Case. The Regex one is my favorite - it highlights matches live as you type and counts them, with the g/i/m flags as little checkboxes. Timestamp figures out on its own whether you handed it seconds or milliseconds. Color swaps between HEX, RGB and HSL and shows a swatch. Text Case turns whatever you type into camelCase, snake_case, kebab-case and the rest. Now that the list was getting longer, I added a search box up top - just start typing to filter, or hit Ctrl+K to jump straight to it. The fiddly bits were the small edge cases. Regex with something like \d* used to duplicate the text in the preview, and the case converter choked on acronyms like parseHTTPRequest. Both fixed now. Boring stuff, but it’s the difference between a toy and something you actually trust. Next up: a hash generator, and making the whole thing work offline as an installable app.
Devlog 3 - DevBox becomes 0xKit Big pivot. DevBox is turning into 0xKit, a toolkit for CTF recon, crypto and forensics. Same offline browser app, sharper focus. The honest reason: DevBox worked, but it was a pile of converters you could find in ten other places. No reason to reach for it. So instead of bolting on more generic tools, I pointed the whole thing at one user, a CTF player, and built the harder tools that crowd actually needs. What sold me on the pivot was realising DevBox’s “nice to have” is a real selling point here. Everything runs in your browser and never leaves your machine. For a dev formatting JSON, who cares. For someone poking at competition data they shouldn’t paste into a random website, that matters. The centerpiece is a pipeline. Instead of one tool per page, you stack operations and each feeds the next: From Base64, then From Hex, then XOR. It’s the CyberChef idea, rebuilt small and dependency-free. Underneath, every operation speaks one language, raw bytes, so a gzip blob survives the chain instead of getting mangled. Building it meant writing things by hand you’d normally install: MD5, SHA-1, a base58 codec with a sneaky all-zeros bug a test caught. So was it worth it? Yes. 0xKit has a point of view now, it’s for someone instead of being a drawer of odds and ends. And it forced real work: a composable engine, hand-rolled crypto, a pile of tests. I even cut JSON, color and cron to commit to the bet. Felt scary, then immediately right. Next up: the Magic button, which guesses the decode chain for a blob you don’t understand, then the crypto and forensics tools, and getting 0xKit live.
Ships:
0xKit | an offline CTF field kit that runs entirely in your browser What I made 0xKit is a toolkit for Capture The Flag: recon, classical and modern crypto, encodings, and file forensics, all in one page, all client-side. It started life as DevBox, a drawer of generic dev converters, and I reprofiled the whole thing around one user, a CTF player, instead of bolting more tools onto a pile. The centerpiece is a chainable pipeline. Instead of one tool per page, you stack operations into a recipe and each step feeds the next: From Base64, then From Hex, then XOR. Underneath, every operation speaks one language, raw bytes, so a gzip blob survives the chain instead of getting mangled. And there’s a Magic button: paste a blob you don’t understand, and it tries a pile of decodes, scores each result on how much it looks like real data, and hands you the ranked chains to click into. Around that sit a Cipher Solver, an XOR brute-forcer, a File Inspector, a Hash Identifier, and the usual recon suspects (JWT, regex, diff, timestamp). What was challenging Writing by hand the things you’d normally just install. MD5, SHA-1 and SHA-256 from scratch, with all the 32-bit integer and padding fiddliness. A base58 codec that shipped with a sneaky all-zeros bug a test caught. The Magic detector was the hardest part conceptually: scoring “does this look like real data” using printable ratio, entropy, dictionary words, file magic bytes and flag markers, then recursing through candidate decodes without blowing up. Keeping the whole thing byte-accurate end to end so binary data never gets corrupted mid-pipeline took real care. What I’m proud of That it has a point of view now. It’s for someone, instead of being odds and ends. It runs with zero runtime dependencies, no UI library, no router, no crypto packages, just React, Vite and plain CSS, and it’s all backed by a real test suite (68 tests). I committed to the bet hard enough to delete the old generic tools, rebuild the look as a clean monochrome shell with hand-drawn line icons, and ship it as an installable, fully offline PWA. Nothing you paste ever leaves your machine, which for competition data actually matters. How to test it Open the Pipeline tool, paste SGVsbG8gMHhLaXQ=, click Magic, and watch it suggest From Base64 and decode to “Hello 0xKit”. Click the suggestion to load it. Try XOR Brute-Force: set format to hex, paste 2e2225236d3a3631386f6738273f, and the top candidate reveals flag{xor_me} with its key. Cipher Solver brute-forces all 26 Caesar shifts at once; the default text decodes at ROT23. Drop any PNG, PDF or ZIP into File Inspector to see magic-byte detection, a hex dump and extracted strings, all without uploading the file. Paste an MD5 into Hash Identifier to see it guess the algorithm from the digest’s shape. Hit Ctrl+K to jump between tools. Install it as an app and turn off your wifi: it still works....
|
1793724824.9004345
|
1793811224.9004345
|
|
17883
|
Utils by @denis | Stardance
|
denis
|
1
|
43.01
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T13:51:25Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Shipping! After a lot of work on these, I want to ship: The bash scripts from the utils repo : db_manager - Simple PostgreSQL database manager. ue5_asset_downloader - Faster way to download and share UE5 asset files via Google Drive. lazyass - Lightweight app launcher script. proxyfix - Simplified configuration file management for proxychains. dchfc tool - Displays children files’ content ( Releases ). So now I will fully focus on astmn , as I’ll need it for my next projects.", "repo": "https://github.com/denis1836/utils", "demo": "https://github.com/denis1836/utils/releases/tag/collection-v1"}]...
|
[{"post_id": 67529, "ts": "202 [{"post_id": 67529, "ts": "2026-09-13T17:27:19Z", "hours": 4.5181, "text": "Utils - fixes and some updates A lot of bugs showed up in testing, so fixed them. I also tested my utils on several minimal Linux distributions to ensure they work with less dependencies. Check out the releases . For the UE5 asset downloader script, I added a testing file to demonstrate its work. Additionally, there have been some updates to astmn , including new commands (view, pack, and update) as well as upcoming features. You can check it out here ."}, {"post_id": 58786, "ts": "2026-08-31T11:12:54Z", "hours": 3.4875, "text": "Utils - releases and docs Made a lot of docs, fixes and releases in order to re-ship the project. Hope this time judges will like it. If you want to check them out check out, see releases , or a doc I made with references and descriptions to all the things I mention in my devlogs."}, {"post_id": 56443, "ts": "2026-08-28T06:37:05Z", "hours": 10.3883, "text": "lazyass Have you ever been too lazy to manually launch the same bunch of apps every day? Me too. So I built a minimal CLI tool that turns a 20-second job into a 3-second job. Check out the repo ."}, {"post_id": 51601, "ts": "2026-08-21T11:25:40Z", "hours": 8.6014, "text": "astmn In my previous devlog about the UE5 bash script, I mentioned the better version of this tool this time built with Golang. The idea of the tool is to make sharing large binary files (like 3D models) easier and to escape the “_v2_FINAL_UPDATE_SUPERFINAL” hell by using SemVer and Git to track manifest files. It’s especially useful for game dev because you don’t have to clog your repo with assets or pay for Git LFS. For now it only works for .zip files and Google Drive, but in the near future I am going to add many more features making it as easy to use as possible. I have no idea what to show yet, so I attach some screenshots of it working and an example manifest file for FreeCAD, I dunno."}, {"post_id": 45729, "ts": "2026-08-12T12:33:26Z", "hours": 5.3386, "text": "Asset Downloader/Manager When my friends and I were trying to make a game in Unreal Engine 5 we had a problem with version control (which is easily resolved by a good gitignore file) and asset sharing. Because actor and map files can grow rapidly I had an idea to use some kind of a cloud, the easiest thing I thought of was using Google Drive (mostly because of its free 15GB limit). As my friends worked on Windows and only had access to MSYS2, Git Bash, Cygwin and WSL I decided to do it in Bash using JSON files as the “registries”. The asset registry files were located in the repo and tracked by Git while the asset files were downloaded locally. Also you can add pre-commit hooks so there is a check if you have all the assets downloaded. After a few tweaks and fixes, it wasn’t too shabby. In fact the script did its job quite well. If you are interested in the code, you can find it here . I may add some small updates to it, but nothing special. The main limitation was that Bash is a scripting language and it has its own tweaks. And I wanted more functionality. So, I decided to rebuild the idea with a better architecture using Golang and YAML. Right now, I don’t have the funds or a way to host a server, so it’ll use regular archives for now. In the future, I want to use hashing for optimization (similar to how Git works). It’s still in early development, but you can find the repo here ."}, {"post_id": 41290, "ts": "2026-08-05T12:47:48Z", "hours": 3.3328, "text": "D.Ch.F.C. The abbreviation stands for Display Children Files Content . The purpose of this command is self-explanatory. It’s quite handy when, for example, you have a lot of files and an AI needs context to help you find a bug in your code. Originally, this was meant to be part of my utils repo, but as its functionality grew, I moved it to a dedicated repo especially since I plan to package and submit it to Linux distro’s mirrors."}, {"post_id": 40005, "ts": "2026-08-03T11:01:52Z", "hours": 7.755, "text": "utils/db_manager In my other projects i often have to deal with PostgresSQL databases, and I was annoyed with using psql or systemd to do basic stuff like managing the postgres daemon or running the set-up queries myself. So I made this. Feel free to add fork it to your project (see instalation ) for better db management. If you encounter any bugs/issues or want to request a feature, please create an issue on GitHub so it can be fixed."}]...
|
Title: Utils by @denis | Stardance
Devlogs:
utils Title: Utils by @denis | Stardance
Devlogs:
utils/db_manager In my other projects i often have to deal with PostgresSQL databases, and I was annoyed with using psql or systemd to do basic stuff like managing the postgres daemon or running the set-up queries myself. So I made this. Feel free to add fork it to your project (see instalation ) for better db management. If you encounter any bugs/issues or want to request a feature, please create an issue on GitHub so it can be fixed.
D.Ch.F.C. The abbreviation stands for Display Children Files Content . The purpose of this command is self-explanatory. It’s quite handy when, for example, you have a lot of files and an AI needs context to help you find a bug in your code. Originally, this was meant to be part of my utils repo, but as its functionality grew, I moved it to a dedicated repo especially since I plan to package and submit it to Linux distro’s mirrors.
Asset Downloader/Manager When my friends and I were trying to make a game in Unreal Engine 5 we had a problem with version control (which is easily resolved by a good gitignore file) and asset sharing. Because actor and map files can grow rapidly I had an idea to use some kind of a cloud, the easiest thing I thought of was using Google Drive (mostly because of its free 15GB limit). As my friends worked on Windows and only had access to MSYS2, Git Bash, Cygwin and WSL I decided to do it in Bash using JSON files as the “registries”. The asset registry files were located in the repo and tracked by Git while the asset files were downloaded locally. Also you can add pre-commit hooks so there is a check if you have all the assets downloaded. After a few tweaks and fixes, it wasn’t too shabby. In fact the script did its job quite well. If you are interested in the code, you can find it here . I may add some small updates to it, but nothing special. The main limitation was that Bash is a scripting language and it has its own tweaks. And I wanted more functionality. So, I decided to rebuild the idea with a better architecture using Golang and YAML. Right now, I don’t have the funds or a way to host a server, so it’ll use regular archives for now. In the future, I want to use hashing for optimization (similar to how Git works). It’s still in early development, but you can find the repo here .
astmn In my previous devlog about the UE5 bash script, I mentioned the better version of this tool this time built with Golang. The idea of the tool is to make sharing large binary files (like 3D models) easier and to escape the “_v2_FINAL_UPDATE_SUPERFINAL” hell by using SemVer and Git to track manifest files. It’s especially useful for game dev because you don’t have to clog your repo with assets or pay for Git LFS. For now it only works for .zip files and Google Drive, but in the near future I am going to add many more features making it as easy to use as possible. I have no idea what to show yet, so I attach some screenshots of it working and an example manifest file for FreeCAD, I dunno.
lazyass Have you ever been too lazy to manually launch the same bunch of apps every day? Me too. So I built a minimal CLI tool that turns a 20-second job into a 3-second job. Check out the repo .
Utils - releases and docs Made a lot of docs, fixes and releases in order to re-ship the project. Hope this time judges will like it. If you want to check them out check out, see releases , or a doc I made with references and descriptions to all the things I mention in my devlogs.
Utils - fixes and some updates A lot of bugs showed up in testing, so fixed them. I also tested my utils on several minimal Linux distributions to ensure they work with less dependencies. Check out the releases . For the UE5 asset downloader script, I added a testing file to demonstrate its work. Additionally, there have been some updates to astmn , including new commands (view, pack, and update) as well as upcoming features. You can check it out here .
Ships:
Shipping! After a lot of work on these, I want to ship: The bash scripts from the utils repo : db_manager - Simple PostgreSQL database manager. ue5_asset_downloader - Faster way to download and share UE5 asset files via Google Drive. lazyass - Lightweight app launcher script. proxyfix - Simplified configuration file management for proxychains. dchfc tool - Displays children files’ content ( Releases ). So now I will fully focus on astmn , as I’ll need it for my next projects....
|
1793717846.625208
|
1793804246.625208
|
|
17884
|
Aether by @Kvin | Stardance
|
Kvin
|
1
|
59.0
|
759
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T15:34:14Z", "hours": 59.0, "multiplier": 19.2, "payout": 759, "blessing": "neutral", "text": "Aether - an infinite universe, grown from a single word. Type a word and Aether builds you a whole universe: a galaxy of stars to fly through, systems to dive into, and worlds to land on and scan. Pick any planet and it turns under its own sunlight, with clouds that drift across it and shadow the ground, light glinting off its oceans, rings that throw a shadow over the globe and moons that slip behind it. Here is the strange part. There are no assets. Not one image, model or sound file anywhere in it. Every star, every world, every name, every line of lore, and even the music and the rush of each warp, are generated live from maths, from your word. It is plain HTML and a 2D canvas, no game engine and nothing to download, so it runs at 60fps in the browser, phones included. Share a link and whoever opens it lands on your exact world, in your exact universe. Try violet-tide-77 for a lava world glowing on its night side, bin-3 for a system with two suns, or just type your own name and see the one that only you have!", "repo": "https://github.com/Kvin-21/Aether", "demo": "https://kvin-21.github.io/Aether/"}]...
|
[{"post_id": 10687, "ts": "202 [{"post_id": 10687, "ts": "2026-06-17T15:29:57Z", "hours": 22.9639, "text": "Open it now and a whole galaxy drifts quietly behind the title, waiting for you. Tap the small speaker in the corner. The universe starts to sing. A slow score drifts and resolves beneath you as you fly, and every jump between stars carries its own sound. I’ve fixed the auido. There is not a single sound file in the whole project. The music, and the whoosh of each warp, are built live from oscillators and a little maths, exactly the way the stars and worlds are. Nothing here is downloaded. It is all conjured from your word. I spent this last stretch trying to break it. Zoom out as far as you like and it stays smooth. Click like a maniac and nothing trips. Y So that is the whole thing: a universe from a single word, that you can fly through, land on, scan, listen to, and hand to someone else with a link!"}, {"post_id": 9296, "ts": "2026-06-15T16:44:58Z", "hours": 14.8908, "text": "It’s live! Where there used to be a black loading screen, a whole galaxy now drifts quietly behind the title, waiting for you at https://kvin-21.github.io/Aether ! Type a word, warp in, and everything glows. Bright stars bloom and bleed light into the dark around them. Same as the first day: none of it is downloaded. Still flat 2D, still pure maths, still conjured from your word. It has just put its make-up on. This is the part where it stops being a build and starts being a place. It holds together now/ I spent this last stage trying to break it, then fixing whatever broke. Strange seeds, empty ones, ones in other alphabets, ones two hundred characters long, all land somewhere real. Zoom as far out as you like and it stays smooth. Click like a maniac and nothing trips. Your browser’s back and forward buttons move through the universe with you now. And a share link, opened cold by a stranger, rebuilds your exact world on your exact planet, every single time. So that is the whole thing: a universe from a single word, that you can fly through, land on, scan, listen to, and hand to someone else with a link. Try violet-tide-77 and watch a lava world glow on its night side. Try bin-3 for a system with two suns sharing one centre. Then type your own name, and go and see the universe that only you have. But ofcourse, there are still some bugs with the sound :("}, {"post_id": 8496, "ts": "2026-06-14T03:56:37Z", "hours": 9.5142, "text": "Now it casts shadows Look closely at the planet. That bright spot on the ocean is the sun, reflecting off the water exactly where it should, and it vanishes the instant a cloud drifts over it. Those clouds sit above the surface and throw soft shadows onto the ground below. The rings lay their own shadow across the globe. Now the surprising part, the same one as last time: none of this is 3D. There is still no GPU, no model, no texture, not one downloaded file. It is all flat 2D and pure maths, conjured from your word. It has simply learnt to pretend it has depth, and it pretends well enough that your eye stops asking. Drop onto a planet now and it is actually alive with detail. Clouds drift a touch faster than the ground turning beneath them, and they shade what passes under them. Moons now circle on their own lit paths, slipping in front of the planet and then behind it. Lava worlds, ice worlds, deserts, oceans, green terran worlds, each one scanned and flagged for whether anything could live there. The lore has grown a memory too: it reads the world’s gravity, its heat, its moons, have a different story for each. Systems are stranger than before. Some stars have a companion, two suns sharing one centre, each with its own corona. Belts of asteroids hide in the gaps between orbits. Clicking a star now is no longer a cut. The camera dives, flying you down into the star before its system opens around, and flying you back out when you leave. There is a jump-to-seed box in the corner if you want to leap straight to a particular universe, with your seed, coordinates and zoom always on show!"}, {"post_id": 7938, "ts": "2026-06-13T07:45:20Z", "hours": 11.7253, "text": "What if you could create a universe from your favourite words? What loads is a universe. Your universe. A galaxy of stars nobody has ever flown through, scattered over nebulae nobody has ever seen, because none of it existed until the moment you pressed Enter. Type a different word and the old one is gone, replaced by another entire cosmos waiting to be explored. That is Aether. And here is the part that’s surprising: there are no images in it. None. Not a single texture, model, photo or downloaded file. Every star, every ringed gas giant, every drifting smear of colour is pure maths, generated live from your word. The whole thing is light enough to run on your phone, because there is nothing to load. It is all conjured on the spot. This is the first build, and you can already travel. You start above a galaxy map, an endless field of stars you can drag and zoom through, drifting over layered clouds of gas. Each star is coloured by its real stellar class, from hot blue-white giants down to dim red dwarfs, and each carries a name. Hover one and it tells you what it is called. Pick one and you warp in, starlines streaking past. Inside a system, planets swing around their star on live orbits, rocky worlds and banded gas giants, some having rings. Choose one and you fall towards it. It turns slowly under its own sunlight, wrapped in a thin halo of atmosphere, its rings passing in front and behind. A scan panel reads out the world: radius, gravity, surface temperature, atmosphere, the length of its day, its moons, and a line or two of lore about the place. Then you can leave, and the whole universe is still sitting exactly where you left it. Every world has an address. Hit share and you get a link holding the seed and your exact position, down to the planet you were staring at. Send it and the other person opens the same cosmos, in the same spot, on the same world. Try a different name, and watch a completely different universe assemble itself. Next, I am deepening every layer: richer terrain and weather on the planets, binary stars and asteroid belts, more believable names and histories."}]...
|
Title: Aether by @Kvin | Stardance
Devlogs:
What Title: Aether by @Kvin | Stardance
Devlogs:
What if you could create a universe from your favourite words? What loads is a universe. Your universe. A galaxy of stars nobody has ever flown through, scattered over nebulae nobody has ever seen, because none of it existed until the moment you pressed Enter. Type a different word and the old one is gone, replaced by another entire cosmos waiting to be explored. That is Aether. And here is the part that’s surprising: there are no images in it. None. Not a single texture, model, photo or downloaded file. Every star, every ringed gas giant, every drifting smear of colour is pure maths, generated live from your word. The whole thing is light enough to run on your phone, because there is nothing to load. It is all conjured on the spot. This is the first build, and you can already travel. You start above a galaxy map, an endless field of stars you can drag and zoom through, drifting over layered clouds of gas. Each star is coloured by its real stellar class, from hot blue-white giants down to dim red dwarfs, and each carries a name. Hover one and it tells you what it is called. Pick one and you warp in, starlines streaking past. Inside a system, planets swing around their star on live orbits, rocky worlds and banded gas giants, some having rings. Choose one and you fall towards it. It turns slowly under its own sunlight, wrapped in a thin halo of atmosphere, its rings passing in front and behind. A scan panel reads out the world: radius, gravity, surface temperature, atmosphere, the length of its day, its moons, and a line or two of lore about the place. Then you can leave, and the whole universe is still sitting exactly where you left it. Every world has an address. Hit share and you get a link holding the seed and your exact position, down to the planet you were staring at. Send it and the other person opens the same cosmos, in the same spot, on the same world. Try a different name, and watch a completely different universe assemble itself. Next, I am deepening every layer: richer terrain and weather on the planets, binary stars and asteroid belts, more believable names and histories.
Now it casts shadows Look closely at the planet. That bright spot on the ocean is the sun, reflecting off the water exactly where it should, and it vanishes the instant a cloud drifts over it. Those clouds sit above the surface and throw soft shadows onto the ground below. The rings lay their own shadow across the globe. Now the surprising part, the same one as last time: none of this is 3D. There is still no GPU, no model, no texture, not one downloaded file. It is all flat 2D and pure maths, conjured from your word. It has simply learnt to pretend it has depth, and it pretends well enough that your eye stops asking. Drop onto a planet now and it is actually alive with detail. Clouds drift a touch faster than the ground turning beneath them, and they shade what passes under them. Moons now circle on their own lit paths, slipping in front of the planet and then behind it. Lava worlds, ice worlds, deserts, oceans, green terran worlds, each one scanned and flagged for whether anything could live there. The lore has grown a memory too: it reads the world’s gravity, its heat, its moons, have a different story for each. Systems are stranger than before. Some stars have a companion, two suns sharing one centre, each with its own corona. Belts of asteroids hide in the gaps between orbits. Clicking a star now is no longer a cut. The camera dives, flying you down into the star before its system opens around, and flying you back out when you leave. There is a jump-to-seed box in the corner if you want to leap straight to a particular universe, with your seed, coordinates and zoom always on show!
It’s live! Where there used to be a black loading screen, a whole galaxy now drifts quietly behind the title, waiting for you at https://kvin-21.github.io/Aether ! Type a word, warp in, and everything glows. Bright stars bloom and bleed light into the dark around them. Same as the first day: none of it is downloaded. Still flat 2D, still pure maths, still conjured from your word. It has just put its make-up on. This is the part where it stops being a build and starts being a place. It holds together now/ I spent this last stage trying to break it, then fixing whatever broke. Strange seeds, empty ones, ones in other alphabets, ones two hundred characters long, all land somewhere real. Zoom as far out as you like and it stays smooth. Click like a maniac and nothing trips. Your browser’s back and forward buttons move through the universe with you now. And a share link, opened cold by a stranger, rebuilds your exact world on your exact planet, every single time. So that is the whole thing: a universe from a single word, that you can fly through, land on, scan, listen to, and hand to someone else with a link. Try violet-tide-77 and watch a lava world glow on its night side. Try bin-3 for a system with two suns sharing one centre. Then type your own name, and go and see the universe that only you have. But ofcourse, there are still some bugs with the sound :(
Open it now and a whole galaxy drifts quietly behind the title, waiting for you. Tap the small speaker in the corner. The universe starts to sing. A slow score drifts and resolves beneath you as you fly, and every jump between stars carries its own sound. I’ve fixed the auido. There is not a single sound file in the whole project. The music, and the whoosh of each warp, are built live from oscillators and a little maths, exactly the way the stars and worlds are. Nothing here is downloaded. It is all conjured from your word. I spent this last stretch trying to break it. Zoom out as far as you like and it stays smooth. Click like a maniac and nothing trips. Y So that is the whole thing: a universe from a single word, that you can fly through, land on, scan, listen to, and hand to someone else with a link!
Ships:
Aether - an infinite universe, grown from a single word. Type a word and Aether builds you a whole universe: a galaxy of stars to fly through, systems to dive into, and worlds to land on and scan. Pick any planet and it turns under its own sunlight, with clouds that drift across it and shadow the ground, light glinting off its oceans, rings that throw a shadow over the globe and moons that slip behind it. Here is the strange part. There are no assets. Not one image, model or sound file anywhere in it. Every star, every world, every name, every line of lore, and even the music and the rush of each warp, are generated live from maths, from your word. It is plain HTML and a 2D canvas, no game engine and nothing to download, so it runs at 60fps in the browser, phones included. Share a link and whoever opens it lands on your exact world, in your exact universe. Try violet-tide-77 for a lava world glowing on its night side, bin-3 for a system with two suns, or just type your own name and see the one that only you have!...
|
1793771535.925914
|
1794635535.925914
|
|
17885
|
2.5 d space exploration by @Jawaduser831 | Stardan 2.5 d space exploration by @Jawaduser831 | Stardance...
|
Jawaduser831
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0
|
0.0
|
0
|
[]
|
[]
|
Title: 2.5 d space exploration by @Jawaduser831 | Title: 2.5 d space exploration by @Jawaduser831 | Stardance...
|
1793451023.4558916
|
1794055823.4558916
|
|
17886
|
Frictionless by @Atishay_Kochar | Stardance
|
Atishay_Kochar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @Atishay_Kochar | Stardance
|
1793303786.278384
|
1793908586.278384
|
|
17887
|
ARESOS by @Ankit | Stardance
|
Ankit
|
1
|
48.13
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T15:42:03Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built ARESOS, a browser-based WebOS made with React Next.js. ARESOS includes a desktop environment, terminal, virtual filesystem, window management, themes, and ZIP archive support that all run entirely in the browser. The most challenging part was building the terminal and filesystem. Implementing command parsing, pipes, redirection, variables, aliases, archive handling, and making everything work together required a lot of testing and iteration. I’m happy with how the terminal and virtual filesystem turned out. The project evolved from a simple desktop UI into a more complete environment with file management, command execution, and archive tools. To test the project: Default Login Username: guest Password: 1462007 After logging in, open Terminal and try: help Create a file: touch notes.txt write notes.txt “Hello ARESOS” cat notes.txt Test variables: export USER=test echo $USER Test ZIP restore: touch restore.txt write restore.txt hello zip backup.zip restore.txt rm restore.txt unzip backup.zip cat restore.txt", "repo": "https://github.com/RoboticsAITechLab/ARESOS", "demo": "https://aresos-red.vercel.app/"}]...
|
[{"post_id": 26534, "ts": "202 [{"post_id": 26534, "ts": "2026-07-11T12:22:55Z", "hours": 4.2619, "text": "i rewrite some code and remove features like crt visuals and more"}, {"post_id": 23388, "ts": "2026-07-06T09:53:21Z", "hours": 8.3694, "text": "Devlog Why ARESOS Started ARESOS started as a small experiment. At first, I only wanted to understand how operating systems work and how much of that experience could be recreated inside a browser. What started as a simple idea slowly grew into a desktop environment with applications, a virtual file system, games, utilities, and a custom terminal. I was curious about how complex software systems are built and how different parts of a system work together. Building The First Version The first goal was simple: Create a desktop Open applications Switch between windows Once that worked, I started adding more features and the project became much larger than originally planned. Virtual File System One of the biggest challenges was creating the Virtual File System. I wanted users to be able to create files and folders that would remain available after refreshing the browser. Building the filesystem taught me a lot about application state, data structures, and browser storage. Games I also wanted ARESOS to include things that were fun to use. Instead of only building utilities, I created games like: Equation Racers Neon Duel Creating games without relying heavily on external assets pushed me to learn more about rendering, game loops, and browser graphics. Working With AI AI was a useful tool during development, but it was not a magic solution. Sometimes AI generated useful code. Sometimes it generated bugs. Sometimes it broke working features completely. One of the biggest lessons I learned was when to trust AI suggestions and when to stop, debug the problem myself, and understand what was actually happening. What I Learned Through ARESOS I learned about: State management Browser storage Window systems Application architecture Game development Debugging large projects Working with AI tools More importantly, I learned that building real projects teaches more than following tutorials. Current Status ARESOS is still under active development. Some parts are complete, some are experimental, and many ideas are still waiting to be built. Future My long-term goal is to push ARESOS beyond a browser experiment. Future plans include: Cloud-based services AI integration More applications Better terminal capabilities Cross-device support Expanding the ARESOS ecosystem This project started as an experiment, but it has become one of the biggest projects I have built so far."}, {"post_id": 21605, "ts": "2026-07-03T17:23:46Z", "hours": 3.5672, "text": "Devlog #10 — ARES Math Notes Evolution Today was focused on transforming ARES Math Notes from a basic drawing canvas into an AI-assisted handwritten mathematics workspace. What was completed Notebook-Style Canvas Replaced the plain dark graph-board experience with a realistic ruled notebook interface. Added horizontal writing guides and notebook margin styling. Improved visual readability for handwritten equations and diagrams. Handwriting Capture Pipeline Tested freehand input using the pen system. Verified recognition workflow using handwritten equations such as: 2 + 2 = Established the end-to-end flow: Draw → Capture → Process → Generate solution. AI Solution Breakdown Interface Added structured step-by-step solution rendering. Solutions now display: Identified equation Intermediate calculation steps Final answer output Example validation: 2 + 2 = 4 Scientific Mathematics Support Tested trigonometric expression solving. Verified AI explanation generation for: cos(60) + tan(45) System successfully produced: Known values Substitution steps Final result Drawing Tool Improvements Multiple pen colors supported. Eraser workflow tested. Stroke rendering validated on notebook canvas. Diagram Interpretation Testing Conducted experiments using simple sketches and distance-based drawings. Used hand-drawn objects and directional annotations to evaluate future visual reasoning capabilities. AI Processing State Management Implemented visible AI processing feedback. Added retry/wait state handling when AI requests are temporarily unavailable. Users now receive clear status information instead of silent failures. UI Iteration Refined toolbar layout. Improved solve-action accessibility. Continued alignment with the ARES desktop operating environment. Challenges Found Notebook line rendering requires additional theme optimization for dark mode. Handwritten recognition accuracy still depends heavily on stroke quality. Complex diagram understanding is not yet production-ready. AI rate-limit handling needs further refinement. Current Status ARES Math Notes is now functioning as an AI-assisted handwritten mathematics workspace capable of: Freehand equation input Step-by-step AI explanations Scientific expression solving Notebook-style note-taking Interactive drawing workflows"}, {"post_id": 19406, "ts": "2026-06-30T18:35:19Z", "hours": 1.0319, "text": "ARESOS WebOS Devlog - Retro Synth Upgrades & Feature ReleaseHere is the complete devlog detailing the new features, architecture, and implementations created for ARESOS WebOS.🚀 OverviewWe have transformed ARESOS into a retro-futuristic, high-fidelity experience by integrating custom system-wide visual aesthetics, building standalone retro productivity and entertainment apps, and integrating full economy-driven skins/cosmetic customizers into the core arcade games.📺 1. Retro Screen Aesthetics (CRT & Scanline Filter)A system-wide display modifier mimicking old-school cathode-ray tube (CRT) arcade monitors.Tech Stack: CSS Keyframes + Absolute Viewport Layering + Context Settings Synchronization.Features:Horizontal scanline grids, vignette corner shadowing, and contrast-boosting curves.Subtle monitor flicker animation to enhance realism.Seamless Control: Accessible via the System Settings -> Theme panel, dynamically toggling a layout-wide wrapper in the main WebOS viewport.🎵 2. Cyberpunk Synth Player (Audio Terminal App)A reactive cyberpunk media player integrated with YouTube’s iframe API and a custom local storage library.Features:Dynamic Playlist Manager: Tracks are loaded, updated, and deleted locally via localStorage. Preloaded with high-fidelity streams by Lofi Girl and HOME.Sound-Reactive Greek Math Lyrics visualizer:Translates regular alphabetical letters of active song lines to Greek mathematical symbols (e.g. a -> α, b -> β, e -> ε).Stacks symbols in vertical neon columns reacting directly to simulated frequency bands.Double text overlay displaying translated symbols alongside original English lines.Autoplay Video Monitor: Includes a corner video preview frame which bypasses browser sandbox autoplay blocks.Dual Download Pipeline: A cyberpunk holographic terminal simulating decryption and bitstream packaging, accompanied by a direct external MP3 extraction link.🎨 3. Neon Paint (Pixel Paint App)A classic 8-bit retro pixel editor with full grid operations and paint tools.Features:Adjustable Resolutions: Quick toggle between 16x16, 32x32, and 64x64 grids.Sci-Fi Colors: Neon swatches + native color picker.Toolbox: Pencil (freehand draw), Eraser, and Flood Fill bucket (using a BFS queue traversal algorithm).Export System: Transforms local matrix cells into canvas pixels and exports high-definition .png files.🛸 4. Neon Duel: Ship Cosmetics CustomizerAdding progression mechanics to the 2-player local spaceship battle game.Features:Credits Economy: Players accumulate Cyber-Credits (CR) by participating (+20 CR) or winning (+50 CR) matches.Ship Cosmetics Shop: Modal menu inside the main screen allowing users to buy and equip unique skins: Vaporwave, Matrix, Solar, and Plasma.Dynamic Engine Rendering: Equipped skins feed directly into the game engine initialization, dynamically overriding default spaceship vectors and laser beams.🏎️ 5. Equation Racers: Vehicle Garage ShopAn upgrade to the educational racing game adding vehicle personalization.Features:Coins Wallet Sync: Integrates with SaveManager and the gameplay run analytics.Livery Shop: Buy and equip retro car paint jobs: Cyber Orange, Nebula Purple, Formula Red, and Retro Green.Double-Engine Compatibility: Integrated with both the lightweight 2D Canvas renderer and the high-performance WebGL2 sprite atlas pipeline."}, {"post_id": 17623, "ts": "2026-06-28T14:32:36Z", "hours": 12.4958, "text": "Equation Racers – Major Development ProgressEquation Racers has gone through multiple redesigns and gameplay iterations during development. The project started as a simple racing concept, but after extensive testing I repeatedly adjusted the gameplay, vehicle handling, road systems, and overall game direction to create a more enjoyable experience.More than 12 hours have been invested into development so far. During that time, many files were edited repeatedly, several systems were rewritten, numerous bugs were fixed, and performance was optimized through multiple testing cycles. I also changed the game concept and gameplay mechanics several times before arriving at the current direction.Key ProgressVehicle driving systemLane-based movement mechanicsHighway rendering systemEnvironment and atmosphere improvementsGameplay balancing and testingPerformance optimizationMultiple gameplay and concept redesignsThis project represents many hours of experimentation, iteration, debugging, and refinement. The current version is significantly more advanced than the original prototype and now provides a stable, playable racing experience while establishing a foundation for future features."}, {"post_id": 11861, "ts": "2026-06-19T09:42:35Z", "hours": 3.4522, "text": "🚀 Devlog #7: Pausing Equation Realms and Starting Equation Racers“Sometimes the best decision is knowing when to pause.”Over the past few weeks, development focused on Equation Realms, a large RPG project planned as one of the flagship experiences inside ARESOS.The goal was ambitious: build a procedural RPG world powered by mathematics, equations, and exploration.A lot of progress was made.Completed work included:Procedural world generationChunk loading systemsCombat foundationsEnemy spawningLoot systemsInventory architectureEquipment systemsLandmark generationSettlement planningAsset integrationFrom a technical perspective, the project was moving forward successfully.However, after several rounds of testing and design reviews, an important issue became clear.The game had systems.The game had technology.But the core mathematical gameplay was still not fully defined.Many questions remained unanswered:How should equations affect combat?How should equations affect progression?How should equations affect enemies?How should equations affect exploration?Without clear answers, continuing development risked building large amounts of content around mechanics that might later need to be redesigned.Another challenge was resources.Several planned features still required additional assets, effects, enemy concepts, and visual content before they could be implemented properly.Instead of forcing development forward, I decided to pause Equation Realms temporarily and focus on validating the core mathematical gameplay first.That decision led to a new project:Equation RacersEquation Racers is a smaller and more focused game built around a single idea:Mathematical equations directly change how your vehicle behaves during an endless race.Unlike Equation Realms, the core mechanic can be experienced immediately.This allows faster testing, faster iteration, and much quicker development.The first version will focus on:Endless procedural tracksEquation-based driving stylesFunction fragments and upgradesObstacles and collectiblesRisk-versus-reward gameplayArcade-style progressionMost importantly, Equation Racers will help test mathematical gameplay concepts that may later return to Equation Realms. Another important realization during this process was that there is no requirement to preserve every prototype, system, or experiment already built.If necessary, Equation Realms can be restarted from the ground up.The purpose of the current prototype was to explore ideas, test systems, identify weaknesses, and better understand what the game should become.That objective has already been achieved.If future development reveals a better direction, a cleaner architecture, or a stronger gameplay foundation, rebuilding parts of the project — or even restarting entirely — remains a valid option.The goal is not to protect old code.The goal is to build the best possible version of Equation Realms.For now, the existing prototype serves as valuable research and a learning platform while development focus shifts toward Equation Racers. Equation Realms is not cancelled.It’s simply waiting until the right systems, resources, and gameplay ideas are ready.For now, development shifts toward building something smaller, faster, and more focused.Next stop:🏎️ Equation Racers."}, {"post_id": 10526, "ts": "2026-06-17T08:52:35Z", "hours": 1.9486, "text": "🚀 Devlog #6: Reworking the First Impression “The first thing users see is the boot screen and login screen.” After testing ARESOS and reviewing feedback, I spent time improving the startup experience of the operating system. One major issue was that some parts of the interface felt too similar to common AI-generated dashboard designs. The goal was to move toward a cleaner and more believable operating system experience. Changes made: Redesigned the ARESOS boot screen Created a custom animated ARES logo Improved boot sequence and startup flow Simplified boot messages and visual hierarchy Redesigned the login screen layout Improved typography, spacing, and consistency Removed unnecessary futuristic UI elements Strengthened the overall ARESOS visual identity One challenge was getting the logo animation right. Early versions looked incomplete during startup and made the logo difficult to recognize. Several iterations were needed before the animation felt natural and readable. The login screen also went through multiple revisions to balance branding and usability. The final design keeps the logo as the primary focus while making authentication simple and distraction-free. This update doesn’t add new functionality, but it significantly improves the first impression and overall experience of using ARESOS."}, {"post_id": 10014, "ts": "2026-06-16T15:37:45Z", "hours": 5.2469, "text": "🚀 Devlog #5: Terminal, Archives, and the v2.0 Release As development continued, I spent most of my time improving the terminal experience. ARESOS now supports command chaining, pipes, redirection, aliases, environment variables, command history expansion, and a growing collection of filesystem utilities. I also added ZIP archive support. Files can be archived, extracted, and restored directly from the virtual filesystem through terminal commands. One of the goals for this release was making the terminal feel more useful rather than simply displaying simulated output. A lot of time went into testing command interactions, filesystem behavior, and archive handling. With the shell, filesystem, desktop environment, and documentation now in place, ARESOS v2.0 is ready for its first public release."}, {"post_id": 9145, "ts": "2026-06-15T09:53:22Z", "hours": 0.2964, "text": "🚀 Devlog #4: Building the Mission Control Workspace “An operating system becomes useful when everything works together.” After building the core desktop environment, I focused on creating a workspace designed specifically for productivity and organization. ARESOS now includes a collection of integrated tools including Calendar, Todo Manager, Settings, Notification Center, Focus Session controls, and system management panels. Instead of forcing users to switch between multiple websites and browser tabs, the goal was to create a centralized mission-control experience where scheduling, task tracking, configuration, and daily planning happen inside a single environment. This was the point where ARESOS stopped feeling like a collection of windows and started feeling like a complete productivity operating system."}, {"post_id": 9137, "ts": "2026-06-15T09:21:48Z", "hours": 0.63, "text": "“A web operating system needs files.” Content ARESOS includes a custom Virtual File System inspired by Unix-like directory structures. The filesystem is stored entirely inside the browser using localStorage and supports: Directories Files Creation Deletion Navigation Persistent storage The most interesting part is that Terminal and File Explorer both interact with the same underlying filesystem state. Creating a folder through Terminal instantly appears inside File Explorer without refreshing the page."}, {"post_id": 9128, "ts": "2026-06-15T08:37:42Z", "hours": 0.6236, "text": "“Window drag and resize in React is easy. Making it feel like a real OS is not.” Content One of the biggest challenges was creating a desktop environment that behaves like a real operating system. ARESOS supports: Draggable windows Resizable windows Minimize animations Maximize mode Focus management Dynamic z-index stacking Initially, dragging felt sluggish because CSS transitions were conflicting with real-time position updates. The solution was temporarily disabling transitions during drag operations and restoring them afterward. This dramatically improved responsiveness and made window movement feel much smoother."}, {"post_id": 9106, "ts": "2026-06-15T07:11:12Z", "hours": 6.4483, "text": "“An operating system isn’t a collection of apps. It’s the layer that controls them.” Created OSContext.tsx as the central operating system kernel. Every window, process, notification, and desktop state flows through a single source of truth. Implemented process spawning, window registration, focus management, and desktop state persistence. Separated OS logic from application logic to keep the architecture modular. This became the foundation that every other subsystem relies on."}]...
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Title: ARESOS by @Ankit | Stardance
Devlogs:
“An Title: ARESOS by @Ankit | Stardance
Devlogs:
“An operating system isn’t a collection of apps. It’s the layer that controls them.” Created OSContext.tsx as the central operating system kernel. Every window, process, notification, and desktop state flows through a single source of truth. Implemented process spawning, window registration, focus management, and desktop state persistence. Separated OS logic from application logic to keep the architecture modular. This became the foundation that every other subsystem relies on.
“Window drag and resize in React is easy. Making it feel like a real OS is not.” Content One of the biggest challenges was creating a desktop environment that behaves like a real operating system. ARESOS supports: Draggable windows Resizable windows Minimize animations Maximize mode Focus management Dynamic z-index stacking Initially, dragging felt sluggish because CSS transitions were conflicting with real-time position updates. The solution was temporarily disabling transitions during drag operations and restoring them afterward. This dramatically improved responsiveness and made window movement feel much smoother.
“A web operating system needs files.” Content ARESOS includes a custom Virtual File System inspired by Unix-like directory structures. The filesystem is stored entirely inside the browser using localStorage and supports: Directories Files Creation Deletion Navigation Persistent storage The most interesting part is that Terminal and File Explorer both interact with the same underlying filesystem state. Creating a folder through Terminal instantly appears inside File Explorer without refreshing the page.
🚀 Devlog #4: Building the Mission Control Workspace “An operating system becomes useful when everything works together.” After building the core desktop environment, I focused on creating a workspace designed specifically for productivity and organization. ARESOS now includes a collection of integrated tools including Calendar, Todo Manager, Settings, Notification Center, Focus Session controls, and system management panels. Instead of forcing users to switch between multiple websites and browser tabs, the goal was to create a centralized mission-control experience where scheduling, task tracking, configuration, and daily planning happen inside a single environment. This was the point where ARESOS stopped feeling like a collection of windows and started feeling like a complete productivity operating system.
🚀 Devlog #5: Terminal, Archives, and the v2.0 Release As development continued, I spent most of my time improving the terminal experience. ARESOS now supports command chaining, pipes, redirection, aliases, environment variables, command history expansion, and a growing collection of filesystem utilities. I also added ZIP archive support. Files can be archived, extracted, and restored directly from the virtual filesystem through terminal commands. One of the goals for this release was making the terminal feel more useful rather than simply displaying simulated output. A lot of time went into testing command interactions, filesystem behavior, and archive handling. With the shell, filesystem, desktop environment, and documentation now in place, ARESOS v2.0 is ready for its first public release.
🚀 Devlog #6: Reworking the First Impression “The first thing users see is the boot screen and login screen.” After testing ARESOS and reviewing feedback, I spent time improving the startup experience of the operating system. One major issue was that some parts of the interface felt too similar to common AI-generated dashboard designs. The goal was to move toward a cleaner and more believable operating system experience. Changes made: Redesigned the ARESOS boot screen Created a custom animated ARES logo Improved boot sequence and startup flow Simplified boot messages and visual hierarchy Redesigned the login screen layout Improved typography, spacing, and consistency Removed unnecessary futuristic UI elements Strengthened the overall ARESOS visual identity One challenge was getting the logo animation right. Early versions looked incomplete during startup and made the logo difficult to recognize. Several iterations were needed before the animation felt natural and readable. The login screen also went through multiple revisions to balance branding and usability. The final design keeps the logo as the primary focus while making authentication simple and distraction-free. This update doesn’t add new functionality, but it significantly improves the first impression and overall experience of using ARESOS.
🚀 Devlog #7: Pausing Equation Realms and Starting Equation Racers“Sometimes the best decision is knowing when to pause.”Over the past few weeks, development focused on Equation Realms, a large RPG project planned as one of the flagship experiences inside ARESOS.The goal was ambitious: build a procedural RPG world powered by mathematics, equations, and exploration.A lot of progress was made.Completed work included:Procedural world generationChunk loading systemsCombat foundationsEnemy spawningLoot systemsInventory architectureEquipment systemsLandmark generationSettlement planningAsset integrationFrom a technical perspective, the project was moving forward successfully.However, after several rounds of testing and design reviews, an important issue became clear.The game had systems.The game had technology.But the core mathematical gameplay was still not fully defined.Many questions remained unanswered:How should equations affect combat?How should equations affect progression?How should equations affect enemies?How should equations affect exploration?Without clear answers, continuing development risked building large amounts of content around mechanics that might later need to be redesigned.Another challenge was resources.Several planned features still required additional assets, effects, enemy concepts, and visual content before they could be implemented properly.Instead of forcing development forward, I decided to pause Equation Realms temporarily and focus on validating the core mathematical gameplay first.That decision led to a new project:Equation RacersEquation Racers is a smaller and more focused game built around a single idea:Mathematical equations directly change how your vehicle behaves during an endless race.Unlike Equation Realms, the core mechanic can be experienced immediately.This allows faster testing, faster iteration, and much quicker development.The first version will focus on:Endless procedural tracksEquation-based driving stylesFunction fragments and upgradesObstacles and collectiblesRisk-versus-reward gameplayArcade-style progressionMost importantly, Equation Racers will help test mathematical gameplay concepts that may later return to Equation Realms. Another important realization during this process was that there is no requirement to preserve every prototype, system, or experiment already built.If necessary, Equation Realms can be restarted from the ground up.The purpose of the current prototype was to explore ideas, test systems, identify weaknesses, and better understand what the game should become.That objective has already been achieved.If future development reveals a better direction, a cleaner architecture, or a stronger gameplay foundation, rebuilding parts of the project — or even restarting entirely — remains a valid option.The goal is not to protect old code.The goal is to build the best possible version of Equation Realms.For now, the existing prototype serves as valuable research and a learning platform while development focus shifts toward Equation Racers. Equation Realms is not cancelled.It’s simply waiting until the right systems, resources, and gameplay ideas are ready.For now, development shifts toward building something smaller, faster, and more focused.Next stop:🏎️ Equation Racers.
Equation Racers – Major Development ProgressEquation Racers has gone through multiple redesigns and gameplay iterations during development. The project started as a simple racing concept, but after extensive testing I repeatedly adjusted the gameplay, vehicle handling, road systems, and overall game direction to create a more enjoyable experience.More than 12 hours have been invested into development so far. During that time, many files were edited repeatedly, several systems were rewritten, numerous bugs were fixed, and performance was optimized through multiple testing cycles. I also changed the game concept and gameplay mechanics several times before arriving at the current direction.Key ProgressVehicle driving systemLane-based movement mechanicsHighway rendering systemEnvironment and atmosphere improvementsGameplay balancing and testingPerformance optimizationMultiple gameplay and concept redesignsThis project represents many hours of experimentation, iteration, debugging, and refinement. The current version is significantly more advanced than the original prototype and now provides a stable, playable racing experience while establishing a foundation for future features.
ARESOS WebOS Devlog - Retro Synth Upgrades & Feature ReleaseHere is the complete devlog detailing the new features, architecture, and implementations created for ARESOS WebOS.🚀 OverviewWe have transformed ARESOS into a retro-futuristic, high-fidelity experience by integrating custom system-wide visual aesthetics, building standalone retro productivity and entertainment apps, and integrating full economy-driven skins/cosmetic customizers into the core arcade games.📺 1. Retro Screen Aesthetics (CRT & Scanline Filter)A system-wide display modifier mimicking old-school cathode-ray tube (CRT) arcade monitors.Tech Stack: CSS Keyframes + Absolute Viewport Layering + Context Settings Synchronization.Features:Horizontal scanline grids, vignette corner shadowing, and contrast-boosting curves.Subtle monitor flicker animation to enhance realism.Seamless Control: Accessible via the System Settings -> Theme panel, dynamically toggling a layout-wide wrapper in the main WebOS viewport.🎵 2. Cyberpunk Synth Player (Audio Terminal App)A reactive cyberpunk media player integrated with YouTube’s iframe API and a custom local storage library.Features:Dynamic Playlist Manager: Tracks are loaded, updated, and deleted locally via localStorage. Preloaded with high-fidelity streams by Lofi Girl and HOME.Sound-Reactive Greek Math Lyrics visualizer:Translates regular alphabetical letters of active song lines to Greek mathematical symbols (e.g. a -> α, b -> β, e -> ε).Stacks symbols in vertical neon columns reacting directly to simulated frequency bands.Double text overlay displaying translated symbols alongside original English lines.Autoplay Video Monitor: Includes a corner video preview frame which bypasses browser sandbox autoplay blocks.Dual Download Pipeline: A cyberpunk holographic terminal simulating decryption and bitstream packaging, accompanied by a direct external MP3 extraction link.🎨 3. Neon Paint (Pixel Paint App)A classic 8-bit retro pixel editor with full grid operations and paint tools.Features:Adjustable Resolutions: Quick toggle between 16x16, 32x32, and 64x64 grids.Sci-Fi Colors: Neon swatches + native color picker.Toolbox: Pencil (freehand draw), Eraser, and Flood Fill bucket (using a BFS queue traversal algorithm).Export System: Transforms local matrix cells into canvas pixels and exports high-definition .png files.🛸 4. Neon Duel: Ship Cosmetics CustomizerAdding progression mechanics to the 2-player local spaceship battle game.Features:Credits Economy: Players accumulate Cyber-Credits (CR) by participating (+20 CR) or winning (+50 CR) matches.Ship Cosmetics Shop: Modal menu inside the main screen allowing users to buy and equip unique skins: Vaporwave, Matrix, Solar, and Plasma.Dynamic Engine Rendering: Equipped skins feed directly into the game engine initialization, dynamically overriding default spaceship vectors and laser beams.🏎️ 5. Equation Racers: Vehicle Garage ShopAn upgrade to the educational racing game adding vehicle personalization.Features:Coins Wallet Sync: Integrates with SaveManager and the gameplay run analytics.Livery Shop: Buy and equip retro car paint jobs: Cyber Orange, Nebula Purple, Formula Red, and Retro Green.Double-Engine Compatibility: Integrated with both the lightweight 2D Canvas renderer and the high-performance WebGL2 sprite atlas pipeline.
Devlog #10 — ARES Math Notes Evolution Today was focused on transforming ARES Math Notes from a basic drawing canvas into an AI-assisted handwritten mathematics workspace. What was completed Notebook-Style Canvas Replaced the plain dark graph-board experience with a realistic ruled notebook interface. Added horizontal writing guides and notebook margin styling. Improved visual readability for handwritten equations and diagrams. Handwriting Capture Pipeline Tested freehand input using the pen system. Verified recognition workflow using handwritten equations such as: 2 + 2 = Established the end-to-end flow: Draw → Capture → Process → Generate solution. AI Solution Breakdown Interface Added structured step-by-step solution rendering. Solutions now display: Identified equation Intermediate calculation steps Final answer output Example validation: 2 + 2 = 4 Scientific Mathematics Support Tested trigonometric expression solving. Verified AI explanation generation for: cos(60) + tan(45) System successfully produced: Known values Substitution steps Final result Drawing Tool Improvements Multiple pen colors supported. Eraser workflow tested. Stroke rendering validated on notebook canvas. Diagram Interpretation Testing Conducted experiments using simple sketches and distance-based drawings. Used hand-drawn objects and directional annotations to evaluate future visual reasoning capabilities. AI Processing State Management Implemented visible AI processing feedback. Added retry/wait state handling when AI requests are temporarily unavailable. Users now receive clear status information instead of silent failures. UI Iteration Refined toolbar layout. Improved solve-action accessibility. Continued alignment with the ARES desktop operating environment. Challenges Found Notebook line rendering requires additional theme optimization for dark mode. Handwritten recognition accuracy still depends heavily on stroke quality. Complex diagram understanding is not yet production-ready. AI rate-limit handling needs further refinement. Current Status ARES Math Notes is now functioning as an AI-assisted handwritten mathematics workspace capable of: Freehand equation input Step-by-step AI explanations Scientific expression solving Notebook-style note-taking Interactive drawing workflows
Devlog Why ARESOS Started ARESOS started as a small experiment. At first, I only wanted to understand how operating systems work and how much of that experience could be recreated inside a browser. What started as a simple idea slowly grew into a desktop environment with applications, a virtual file system, games, utilities, and a custom terminal. I was curious about how complex software systems are built and how different parts of a system work together. Building The First Version The first goal was simple: Create a desktop Open applications Switch between windows Once that worked, I started adding more features and the project became much larger than originally planned. Virtual File System One of the biggest challenges was creating the Virtual File System. I wanted users to be able to create files and folders that would remain available after refreshing the browser. Building the filesystem taught me a lot about application state, data structures, and browser storage. Games I also wanted ARESOS to include things that were fun to use. Instead of only building utilities, I created games like: Equation Racers Neon Duel Creating games without relying heavily on external assets pushed me to learn more about rendering, game loops, and browser graphics. Working With AI AI was a useful tool during development, but it was not a magic solution. Sometimes AI generated useful code. Sometimes it generated bugs. Sometimes it broke working features completely. One of the biggest lessons I learned was when to trust AI suggestions and when to stop, debug the problem myself, and understand what was actually happening. What I Learned Through ARESOS I learned about: State management Browser storage Window systems Application architecture Game development Debugging large projects Working with AI tools More importantly, I learned that building real projects teaches more than following tutorials. Current Status ARESOS is still under active development. Some parts are complete, some are experimental, and many ideas are still waiting to be built. Future My long-term goal is to push ARESOS beyond a browser experiment. Future plans include: Cloud-based services AI integration More applications Better terminal capabilities Cross-device support Expanding the ARESOS ecosystem This project started as an experiment, but it has become one of the biggest projects I have built so far.
i rewrite some code and remove features like crt visuals and more
Ships:
I built ARESOS, a browser-based WebOS made with React Next.js. ARESOS includes a desktop environment, terminal, virtual filesystem, window management, themes, and ZIP archive support that all run entirely in the browser. The most challenging part was building the terminal and filesystem. Implementing command parsing, pipes, redirection, variables, aliases, archive handling, and making everything work together required a lot of testing and iteration. I’m happy with how the terminal and virtual filesystem turned out. The project evolved from a simple desktop UI into a more complete environment with file management, command execution, and archive tools. To test the project: Default Login Username: guest Password: 1462007 After logging in, open Terminal and try: help Create a file: touch notes.txt write notes.txt “Hello ARESOS” cat notes.txt Test variables: export USER=test echo $USER Test ZIP restore: touch restore.txt write restore.txt hello zip backup.zip restore.txt rm restore.txt unzip backup.zip cat restore.txt...
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1793858078.1576428
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1793944478.1576428
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17888
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My awesome macropad! by @aishu92 | Stardance
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aishu92
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0.0
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Title: My awesome macropad! by @aishu92 | Stardanc Title: My awesome macropad! by @aishu92 | Stardance...
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1793397225.364676
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1794002025.364676
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17889
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FS by @Nge | Stardance
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Nge
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0
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0.0
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[]
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Title: FS by @Nge | Stardance
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1793393592.053732
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1793998392.053732
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17890
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Untitled project by @Alex2 | Stardance
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Alex2
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0
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0.0
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Title: Untitled project by @Alex2 | Stardance
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1793263967.0605416
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1793868767.0605416
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17891
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My very own WebOS by @YOGESHhhhhh | Stardance
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YOGESHhhhhh
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[]
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Title: My very own WebOS by @YOGESHhhhhh | Stardan Title: My very own WebOS by @YOGESHhhhhh | Stardance...
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1793797025.1042445
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1794401825.1042445
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17892
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My very own WebOS by @himanshu-singh7 | Stardance
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himanshu-singh7
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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 @himanshu-singh7 | Sta Title: My very own WebOS by @himanshu-singh7 | Stardance...
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1793508954.98079
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1794113754.98079
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17893
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Spotify Clone by @Anuja | Stardance
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Anuja
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0
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0.6
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0
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[]
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[{"post_id": 9800, "ts": "2026 [{"post_id": 9800, "ts": "2026-06-16T07:21:31Z", "hours": 0.5986, "text": "I started the project and as you can see the outline of the frontend that’s it, will keep updating #progress1"}]...
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Title: Spotify Clone by @Anuja | Stardance
Devlog Title: Spotify Clone by @Anuja | Stardance
Devlogs:
I started the project and as you can see the outline of the frontend that’s it, will keep updating #progress1...
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1793335772.4262729
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1793940572.4262729
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17894
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Air Plane photographer by @jack_lacombe212 | Stard Air Plane photographer by @jack_lacombe212 | Stardance...
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jack_lacombe212
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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: Air Plane photographer by @jack_lacombe212 Title: Air Plane photographer by @jack_lacombe212 | Stardance...
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1793519403.9104548
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1794124203.9104548
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17895
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My awesome macropad! by @Minato | Stardance
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Minato
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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 @Minato | Stardance
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1793389932.654971
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1793994732.654971
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17896
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Frictionless by @prash | Stardance
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prash
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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: Frictionless by @prash | Stardance
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1793847333.148278
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1794452133.148278
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17897
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Untitled project by @SanshrayKulkarni | Stardance
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SanshrayKulkarni
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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 @SanshrayKulkarni | Sta Title: Untitled project by @SanshrayKulkarni | Stardance...
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1793850477.3639143
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1794455277.3639143
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17898
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Stellar (not an operating system )) by @yashasvib Stellar (not an operating system )) by @yashasvib | Stardance...
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yashasvib
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3
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19.0
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147
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:59:43Z", "hours": 13.0, "multiplier": 7.95, "payout": 54, "blessing": "neutral", "text": "guys!! i tried updating this application and this is a modified version of stellaros Imagine a place where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out moons, watch asteroids move, and just kinda “float” around the universe in real time. It pulls all its data directly from official NASA sources, so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. It also shows a copy of real-time movement of planets and space events,(random, it calculate the movement of planet in the following way- my planets around the sun is definately not real -time but in same proportional ratio as I found on NASA(in simple terms for example if Earth takes 365 1/4 day to revolve around the sun , my project take the data for how much time earth take and compare it to other planets and then make them revolve around with same proportional speed and distance )) (and the mission are devloped with the help of AI -I take data from the NASA and I try to take only those missions which I can perfectly display in terms of their position (from where they started and to where )and this part I took help of AI (chatgpt to be specific )and it helped me display a perfect spacepath of that mission using js .) so i try to make the whole thing feels alive instead of static. i am currently just working on it and plz share your thought and ideas how could i make it even better . AND PEOPLE OFTEN GET CONFUSED THAT IT IS A OPERATING SYSTEM BUT NO!! ITS A INTERACTIVE WEBS.. !!", "repo": "https://github.com/yashasvi-2012-star/StellarOS", "demo": "https://stellarosyuqi.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-08T12:59:08Z", "hours": 4.0, "multiplier": 14.22, "payout": 55, "blessing": "neutral", "text": "StellarOS GUYS!!! !! Imagine an operating system where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out THIER moons, watch asteroids move. It pulls all its data directly from official NASA sources and its website , so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. I tried my best with this project .I hope u like it !! make sure to give me feedback !! things used and their sources languages used- 1-HTML (major) 2-CSS 3-JAVA SCRIPT Images and their sources 1- the background image of the landing page-it was found on google and I had my heart over it but I could not find it again so I had to use AI to create one on the based of my memory (yep I gave it prompt on the basis of my memory and the real image’s credit goes to their owner (sadly I can’t remember)) 2-the images used for planets for their yk.. texture is from NASA and it is fitted into circular frames which revovle around in their respective orbits 3- the images used in the info panel has also been taken from official NASA uploaded images as in the form of ${imageBase} text based database and the mission trajectory projections 1- all the information comes from my database which contain information from YK.. NNNAAASSSAAA….. 2-the paths projected for space missions are yk.from nasa cause bro why not?!?! but the thing here is that I only found some yk information and I had to take help of AI to create their trajectory AI usage declaration 1- as mentioned above I used AI for creating the first landing page background and then the trajectory of space missions 2-I also used AI for debugging and took it’s help with errors witch occured in dry running of my codes thank you note !! You are either here for reviewing my project or rating my project , and I sincerely hope that my project meet your expectations and I want to thank you for everything you have done in my favour !! MAY YOU HAVE A HAPPYDAY !! and English is not my first language , so forgive me for grammatic error ! THANK YOU !! BYE !!!", "repo": "https://github.com/yashasvi-2012-star/StellarOS", "demo": "https://stellarosyuqi.vercel.app/"}, {"ship_num": 3, "ts": "2026-06-15T18:58:37Z", "hours": 2.0, "multiplier": 17.74, "payout": 38, "blessing": "neutral", "text": "guys!! Imagine an operating system where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out moons, watch asteroids move,. It pulls all its data directly from official NASA sources, so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. , so the whole thing feels alive instead of static. plz share your thought and ideas how could i make it even better .i tried my best with this project .i hope u like it !! make sure to give me feedback !! BYE !!!", "repo": "https://github.com/yashasvi-2012-star/StellarOS", "demo": "https://stellarosyuqi.vercel.app/"}]...
|
[{"post_id": 32961, "ts": "202 [{"post_id": 32961, "ts": "2026-07-22T13:32:26Z", "hours": 5.1514, "text": "HI GUYS !! this time i think i have a sad news to deliver - that i messed my whole code and it took 5 hr to sort things out , according to my AI teacher my biggest bad habit is that i try to make things short and easy and in the hasle of making things short i mess the things pretty bad (yes i have AI as an optional subject in school ) so i guess that in the next devlog i come here with a good new !! BYE !!!"}, {"post_id": 28313, "ts": "2026-07-14T14:16:46Z", "hours": 5.2233, "text": "hi guyss once upon a time i had my original road map for stellar but there were errors and errors and more errors so guess we have to stop this project (also that i have a major event in school comming up -EXAMS !! ) but ill try do little by little more changes , more functions and i guess my following devlogs from this one gonna talk bout how to fix mistakes and i guess you all are working fine with your projects !!"}, {"post_id": 25979, "ts": "2026-07-10T14:58:47Z", "hours": 3.0736, "text": "HEY GUYS !! todays update - I think my idea was messy and thus no possible outcome was drawn out of my this coding session . i think my idea to make it go even further into solarsystem and present all the data that humans possibly know (basic ) bout them had BACKFIRED ME !! cause it is really getting messy and i even did changes in my code i hope its sorted"}, {"post_id": 24672, "ts": "2026-07-08T12:47:26Z", "hours": 1.2872, "text": "HEY !!!! CAN YOU SEE THE STARTS ?!?! IS IT GLOWY ENOUGH ??!!??"}, {"post_id": 24198, "ts": "2026-07-07T16:45:49Z", "hours": 0.6389, "text": "hey !! this is gonna be short cuz I had a busy day today and I only did the README I changed thing -like removing old reffrences adding new ones and all !!"}, {"post_id": 24021, "ts": "2026-07-07T09:34:28Z", "hours": 1.6561, "text": "hi !! I thought why not to keep this going and keep on adding new features !!! today i only did re arrangements in my code so that my new codes yk don’t clash ..and I also started planning out bout the codes and all. and I think this project will approximately take 8-9 hours if I only add these planned feature. if I decide to add more it will probably take 20-21 hr. that’s all for today bye !!!"}, {"post_id": 12063, "ts": "2026-06-19T17:49:40Z", "hours": 0.3544, "text": "hiiii !!!!! now i have just connected my this project with my OS and each and everything is workin’ and this is just how I IMAGIENED IT !!!!"}, {"post_id": 9384, "ts": "2026-06-15T18:40:56Z", "hours": 1.0717, "text": "HELLO GUYSS!!!! this is my third update on STELLAROS and i now think ite finally completed . i’ve added pop-ups of information when you click them and even added the moon when u click a planet with moon . and fixed some bugs that even created a mess with my code . i hope you all enjoy it . i’d really like a feedback and it has been the longest time taking part of the project ."}, {"post_id": 8813, "ts": "2026-06-14T17:21:34Z", "hours": 0.275, "text": "HELLO GUYS!!!!! this is to update you all about my webs.. StellarOS. i have fixed some bugs , made the asteroid buttons working and add the solar system in middle rather then in the side .i think the orbits are not quite visible but the planets are all moving the following image shows about the solar mission i mentioned in the earlier devlog . i did some stars outside our solar system their far away so you may have to search for them a bit . ok so this was hard and this is somewhat how i imagined it and i may even add more to it . next i will be working on pop up box that appears when a planet is clicked . i will make sure to keep you all updated BYE !!!"}, {"post_id": 8755, "ts": "2026-06-14T15:48:21Z", "hours": 0.4989, "text": "HEYYY!!!!!! wlcm to second update of stellarOS (don’t go on it’s name and i forgot to post this devlog so im posting it just before third devlog ). this time a designed the second page of my webs.. it was pretty hard tho . i had to take help of ai cause my zoom feature wont just work and even if it did sometime too slow or too fast . and i also added a panel at the side of the screen to show space programs , u select a program it give’s its info and even the path it travelled on the mission . and i even add a button to leave our solar system but theirs nothing beyond our solar system and i am working on it , and i have added one more button to view asteroids(it really do show ) . i hope you guys visit it and just give me honest feed back so i get to improve more . BEST OF LUCK GUYS !!!"}, {"post_id": 7957, "ts": "2026-06-13T08:53:03Z", "hours": 0.2689, "text": "HEY!! this is the first update on my StellarOS . this is a webs.. that first lands on a screen i tried to design as a cockpit of a spaceship . then when u press the botton (blue one )its takes you to second page tho i have not designed the second page yet (just did some basics ). and i hope i get to complete it nicelly i will try keep u all update BYE !!!"}]...
|
Title: Stellar (not an operating system )) by @yas Title: Stellar (not an operating system )) by @yashasvib | Stardance
Devlogs:
HEY!! this is the first update on my StellarOS . this is a webs.. that first lands on a screen i tried to design as a cockpit of a spaceship . then when u press the botton (blue one )its takes you to second page tho i have not designed the second page yet (just did some basics ). and i hope i get to complete it nicelly i will try keep u all update BYE !!!
HEYYY!!!!!! wlcm to second update of stellarOS (don’t go on it’s name and i forgot to post this devlog so im posting it just before third devlog ). this time a designed the second page of my webs.. it was pretty hard tho . i had to take help of ai cause my zoom feature wont just work and even if it did sometime too slow or too fast . and i also added a panel at the side of the screen to show space programs , u select a program it give’s its info and even the path it travelled on the mission . and i even add a button to leave our solar system but theirs nothing beyond our solar system and i am working on it , and i have added one more button to view asteroids(it really do show ) . i hope you guys visit it and just give me honest feed back so i get to improve more . BEST OF LUCK GUYS !!!
HELLO GUYS!!!!! this is to update you all about my webs.. StellarOS. i have fixed some bugs , made the asteroid buttons working and add the solar system in middle rather then in the side .i think the orbits are not quite visible but the planets are all moving the following image shows about the solar mission i mentioned in the earlier devlog . i did some stars outside our solar system their far away so you may have to search for them a bit . ok so this was hard and this is somewhat how i imagined it and i may even add more to it . next i will be working on pop up box that appears when a planet is clicked . i will make sure to keep you all updated BYE !!!
HELLO GUYSS!!!! this is my third update on STELLAROS and i now think ite finally completed . i’ve added pop-ups of information when you click them and even added the moon when u click a planet with moon . and fixed some bugs that even created a mess with my code . i hope you all enjoy it . i’d really like a feedback and it has been the longest time taking part of the project .
hiiii !!!!! now i have just connected my this project with my OS and each and everything is workin’ and this is just how I IMAGIENED IT !!!!
hi !! I thought why not to keep this going and keep on adding new features !!! today i only did re arrangements in my code so that my new codes yk don’t clash ..and I also started planning out bout the codes and all. and I think this project will approximately take 8-9 hours if I only add these planned feature. if I decide to add more it will probably take 20-21 hr. that’s all for today bye !!!
hey !! this is gonna be short cuz I had a busy day today and I only did the README I changed thing -like removing old reffrences adding new ones and all !!
HEY !!!! CAN YOU SEE THE STARTS ?!?! IS IT GLOWY ENOUGH ??!!??
HEY GUYS !! todays update - I think my idea was messy and thus no possible outcome was drawn out of my this coding session . i think my idea to make it go even further into solarsystem and present all the data that humans possibly know (basic ) bout them had BACKFIRED ME !! cause it is really getting messy and i even did changes in my code i hope its sorted
hi guyss once upon a time i had my original road map for stellar but there were errors and errors and more errors so guess we have to stop this project (also that i have a major event in school comming up -EXAMS !! ) but ill try do little by little more changes , more functions and i guess my following devlogs from this one gonna talk bout how to fix mistakes and i guess you all are working fine with your projects !!
HI GUYS !! this time i think i have a sad news to deliver - that i messed my whole code and it took 5 hr to sort things out , according to my AI teacher my biggest bad habit is that i try to make things short and easy and in the hasle of making things short i mess the things pretty bad (yes i have AI as an optional subject in school ) so i guess that in the next devlog i come here with a good new !! BYE !!!
Ships:
guys!! Imagine an operating system where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out moons, watch asteroids move,. It pulls all its data directly from official NASA sources, so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. , so the whole thing feels alive instead of static. plz share your thought and ideas how could i make it even better .i tried my best with this project .i hope u like it !! make sure to give me feedback !! BYE !!!
StellarOS GUYS!!! !! Imagine an operating system where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out THIER moons, watch asteroids move. It pulls all its data directly from official NASA sources and its website , so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. I tried my best with this project .I hope u like it !! make sure to give me feedback !! things used and their sources languages used- 1-HTML (major) 2-CSS 3-JAVA SCRIPT Images and their sources 1- the background image of the landing page-it was found on google and I had my heart over it but I could not find it again so I had to use AI to create one on the based of my memory (yep I gave it prompt on the basis of my memory and the real image’s credit goes to their owner (sadly I can’t remember)) 2-the images used for planets for their yk.. texture is from NASA and it is fitted into circular frames which revovle around in their respective orbits 3- the images used in the info panel has also been taken from official NASA uploaded images as in the form of ${imageBase} text based database and the mission trajectory projections 1- all the information comes from my database which contain information from YK.. NNNAAASSSAAA….. 2-the paths projected for space missions are yk.from nasa cause bro why not?!?! but the thing here is that I only found some yk information and I had to take help of AI to create their trajectory AI usage declaration 1- as mentioned above I used AI for creating the first landing page background and then the trajectory of space missions 2-I also used AI for debugging and took it’s help with errors witch occured in dry running of my codes thank you note !! You are either here for reviewing my project or rating my project , and I sincerely hope that my project meet your expectations and I want to thank you for everything you have done in my favour !! MAY YOU HAVE A HAPPYDAY !! and English is not my first language , so forgive me for grammatic error ! THANK YOU !! BYE !!!
guys!! i tried updating this application and this is a modified version of stellaros Imagine a place where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out moons, watch asteroids move, and just kinda “float” around the universe in real time. It pulls all its data directly from official NASA sources, so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. It also shows a copy of real-time movement of planets and space events,(random, it calculate the movement of planet in the following way- my planets around the sun is definately not real -time but in same proportional ratio as I found on NASA(in simple terms for example if Earth takes 365 1/4 day to revolve around the sun , my project take the data for how much time earth take and compare it to other planets and then make them revolve around with same proportional speed and distance )) (and the mission are devloped with the help of AI -I take data from the NASA and I try to take only those missions which I can perfectly display in terms of their position (from where they started and to where )and this part I took help of AI (chatgpt to be specific )and it helped me display a perfect spacepath of that mission using js .) so i try to make the whole thing feels alive instead of static. i am currently just working on it and plz share your thought and ideas how could i make it even better . AND PEOPLE OFTEN GET CONFUSED THAT IT IS A OPERATING SYSTEM BUT NO!! ITS A INTERACTIVE WEBS.. !!...
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1793782518.183705
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1793868918.183705
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17899
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Simple oled game by @afzal_Irshath | Stardance
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afzal_Irshath
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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: Simple oled game by @afzal_Irshath | Starda Title: Simple oled game by @afzal_Irshath | Stardance...
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1793512044.3611476
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1794116844.3611476
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17900
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My very own WebOS by @supersmashroj | Stardance
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supersmashroj
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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 @supersmashroj | Stard Title: My very own WebOS by @supersmashroj | Stardance...
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1793807321.6580596
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1794412121.6580596
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