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18151
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Frictionless by @lefteris | Stardance
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lefteris
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0
|
0.0
|
0
|
[]
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[]
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Title: Frictionless by @lefteris | Stardance
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1793789463.6292748
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1794394263.6292748
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18152
|
Untitled by @bryan_hu_2020 | Stardance
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bryan_hu_2020
|
0
|
18.97
|
0
|
[]
|
[{"post_id": 8269, "ts": "2026 [{"post_id": 8269, "ts": "2026-06-13T19:19:13Z", "hours": 18.9697, "text": "Publishing this repository to make it ready for everyone to see."}]...
|
Title: Untitled by @bryan_hu_2020 | Stardance
Dev Title: Untitled by @bryan_hu_2020 | Stardance
Devlogs:
Publishing this repository to make it ready for everyone to see....
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1793879585.3052993
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1794484385.3052993
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18153
|
My awesome macropad! by @kaplin86 | Stardance
|
kaplin86
|
0
|
1.0
|
0
|
[]
|
[{"post_id": 17135, "ts": "202 [{"post_id": 17135, "ts": "2026-06-27T20:21:45Z", "hours": 0.0, "text": "I started 3d modeling my case! I got through the bottom half, but I was struggling a lot because i suck at moving sketchs in autodesk for some reason."}, {"post_id": 10158, "ts": "2026-06-16T19:32:03Z", "hours": 1.0, "text": "I designed the PCB for the macropad!! first time doing that :D"}, {"post_id": 8326, "ts": "2026-06-13T20:52:54Z", "hours": 0.0, "text": "I drawed the schematic!!!! :D"}]...
|
Title: My awesome macropad! by @kaplin86 | Stardan Title: My awesome macropad! by @kaplin86 | Stardance
Devlogs:
I drawed the schematic!!!! :D
I designed the PCB for the macropad!! first time doing that :D
I started 3d modeling my case! I got through the bottom half, but I was struggling a lot because i suck at moving sketchs in autodesk for some reason....
|
1792932796.9450488
|
1793796796.9450488
|
|
18154
|
My awesome macropad! by @lefteris | Stardance
|
lefteris
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @lefteris | Stardan Title: My awesome macropad! by @lefteris | Stardance...
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1793235235.6609359
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1793840035.6609359
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18155
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My awesome macropad! by @Kreek | Stardance
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Kreek
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Kreek | Stardance
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1793379385.2025392
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1793984185.2025392
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18156
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My awesome macropad! by @llama | Stardance
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llama
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @llama | Stardance
|
1793865090.8810678
|
1794729090.8810678
|
|
18157
|
My awesome macropad! by @Grnlizard10 | Stardance
|
Grnlizard10
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Grnlizard10 | Star Title: My awesome macropad! by @Grnlizard10 | Stardance...
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1792947037.9009864
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1793811037.9009864
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18158
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Spider-man web shooter by @LibbyNorman | Stardance
|
LibbyNorman
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Spider-man web shooter by @LibbyNorman | St Title: Spider-man web shooter by @LibbyNorman | Stardance...
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1793454782.2211938
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1794059582.2211938
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18159
|
FPGA by @konstantinos | Stardance
|
konstantinos
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0
|
18.16
|
0
|
[]
|
[{"post_id": 19049, "ts": "202 [{"post_id": 19049, "ts": "2026-06-30T07:07:23Z", "hours": 18.1633, "text": "Today I fully implemented the RV32I base integer instruction set and tested it on an FPGA! I was able to write a C program, compile it with clang (targeting rv32i), and run it on a Tang nano 20K FPGA. As of now, the only Memory Mapped IO that is available are the 6 on board LEDs, which are used for debugging. I also started working on unifying the instruction and data memory in order to be able to run almost all C programs. and rewriting some parts of the CPU, adding a 5 stage pipeline to replace the single cycle datapath and and utilizing BRAM for memory rather than synthesizing LUTRAM and wasting LUTs. In the video you can see the board running a program that uses the LEDs to count up in binary."}]...
|
Title: FPGA by @konstantinos | Stardance
Devlogs: Title: FPGA by @konstantinos | Stardance
Devlogs:
Today I fully implemented the RV32I base integer instruction set and tested it on an FPGA! I was able to write a C program, compile it with clang (targeting rv32i), and run it on a Tang nano 20K FPGA. As of now, the only Memory Mapped IO that is available are the 6 on board LEDs, which are used for debugging. I also started working on unifying the instruction and data memory in order to be able to run almost all C programs. and rewriting some parts of the CPU, adding a 5 stage pipeline to replace the single cycle datapath and and utilizing BRAM for memory rather than synthesizing LUTRAM and wasting LUTs. In the video you can see the board running a program that uses the LEDs to count up in binary....
|
1793879596.301828
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1794484396.301828
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|
18160
|
My very own WebOS by @husayeen | Stardance
|
husayeen
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @husayeen | Stardance
|
1793480080.4233298
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1794084880.4233298
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|
18161
|
Untitled by @HanzalaIjaz14 | Stardance
|
HanzalaIjaz14
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0
|
0.0
|
0
|
[]
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[]
|
Title: Untitled by @HanzalaIjaz14 | Stardance
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1793382788.5340445
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1793987588.5340445
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18162
|
rc plane by @berzs | Stardance
|
berzs
|
0
|
1.64
|
0
|
[]
|
[{"post_id": 15583, "ts": "202 [{"post_id": 15583, "ts": "2026-06-25T10:47:10Z", "hours": 0.5472, "text": "I spent the day wiring up the electronics for the esp now protocol. Sadly it has much more latency than i thought it would have. But theres no stopping. I will assemble the plane but have doubts about its capabilities."}, {"post_id": 13074, "ts": "2026-06-21T11:56:50Z", "hours": 0.8028, "text": "built this prototype in cad. i will make it out of foam then build the electornics for it. this smalll prototype will use esp now protocol for the controlling. Designed it using a couple of rule of thumbs. will do a testflight and adjust accordingly"}, {"post_id": 8304, "ts": "2026-06-13T20:09:00Z", "hours": 0.2936, "text": "making a smaller prototype, will build it next week made the motor mount and the fuselage"}]...
|
Title: rc plane by @berzs | Stardance
Devlogs:
ma Title: rc plane by @berzs | Stardance
Devlogs:
making a smaller prototype, will build it next week made the motor mount and the fuselage
built this prototype in cad. i will make it out of foam then build the electornics for it. this smalll prototype will use esp now protocol for the controlling. Designed it using a couple of rule of thumbs. will do a testflight and adjust accordingly
I spent the day wiring up the electronics for the esp now protocol. Sadly it has much more latency than i thought it would have. But theres no stopping. I will assemble the plane but have doubts about its capabilities....
|
1793350319.545056
|
1793955119.545056
|
|
18163
|
My first slack bot! by @hridhaan | Stardance
|
hridhaan
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0
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0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @hridhaan | Stardanc Title: My first slack bot! by @hridhaan | Stardance...
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1793342889.7174134
|
1793947689.7174134
|
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18164
|
My first slack bot! by @hridhaan | Stardance
|
hridhaan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @hridhaan | Stardanc Title: My first slack bot! by @hridhaan | Stardance...
|
1793404390.9181564
|
1794009190.9181564
|
|
18165
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Chemical Visual by @Benjamin26 | Stardance
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Benjamin26
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Chemical Visual by @Benjamin26 | Stardance
|
1793350407.842952
|
1793955207.842952
|
|
18166
|
Untitled by @Benjamin26 | Stardance
|
Benjamin26
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Benjamin26 | Stardance
|
1793476540.1668873
|
1794081340.1668873
|
|
18167
|
My awesome macropad! by @alered305 | Stardance
|
alered305
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0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @alered305 | Starda Title: My awesome macropad! by @alered305 | Stardance...
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1793386203.1446211
|
1793991003.1446211
|
|
18168
|
GLSL.py by @lines115 | Stardance
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lines115
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: GLSL.py by @lines115 | Stardance
|
1793379033.8231995
|
1793983833.8231995
|
|
18169
|
My very own WebOS by @drxg0nG | Stardance
|
drxg0nG
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @drxg0nG | Stardance
|
1793379063.7665389
|
1793983863.7665389
|
|
18170
|
Frictionless by @WetTofu | Stardance
|
WetTofu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @WetTofu | Stardance
|
1793569739.7044501
|
1794174539.7044501
|
|
18171
|
Cosmic Builder Helper by @Vann | Stardance
|
Vann
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cosmic Builder Helper by @Vann | Stardance
|
1793195656.7546766
|
1793800456.7546766
|
|
18172
|
Untitled by @Karman | Stardance
|
Karman
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Karman | Stardance
|
1793822024.1335967
|
1794426824.1335967
|
|
18173
|
Frictionless by @akhilbelllamkonda | Stardance
|
akhilbelllamkonda
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @akhilbelllamkonda | Starda Title: Frictionless by @akhilbelllamkonda | Stardance...
|
1793198971.6247308
|
1793803771.6247308
|
|
18174
|
Untitled by @lines115 | Stardance
|
lines115
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @lines115 | Stardance
|
1793534147.3600695
|
1794138947.3600695
|
|
18175
|
Untitled project by @Adityax86 | Stardance
|
Adityax86
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Adityax86 | Stardance
|
1793461934.0919545
|
1794066734.0919545
|
|
18176
|
Composed Ballin' by @JustAnotherMedium | Stard Composed Ballin' by @JustAnotherMedium | Stardance...
|
JustAnotherMedium
|
0
|
20.56
|
0
|
[]
|
[{"post_id": 15884, "ts": "202 [{"post_id": 15884, "ts": "2026-06-25T20:14:44Z", "hours": 5.8714, "text": "The main gameplay loop is finished! I have uploaded the project to itch.io, so that anyone can now try it, but the game is not yet finished. https://justanothermedium.itch.io/composed-ballin ㅤ Added Player UI Added Shop Game now starts in edit mode ㅤ There were just a few bugs ㅤ Many with the shop Detonation timer spazzing out (fixed by rounding the number) Detonation timer doesn’t end at wave end (i caught this bug too late, but it shouldn’t affect gameplay)ㅤ ㅤ The video shows some short game play with an unfortunate bug that I caught too late, it will be fixed with the next build. ㅤ Keep in mind this game is still really unpolished and unbalanced and I will hopefully fix those issues as soon as possible"}, {"post_id": 10307, "ts": "2026-06-16T23:29:00Z", "hours": 4.7742, "text": "We are getting somewhere ㅤ Added I frames to the balls (But they only count for damage from the burner) Added 6 new Towers (Spinner slow, Spinner Fast, Burner, Accelerator, Turret, Turret Long range) ㅤ It’s is not all of the towers but the rest I will add if I have time. Had a few bugs ㅤ Accelerator not working properly (Fixed by using a different method and multiplying the acceleration by 100,000) Turret was not picking up target (Fixed by adding a try-catch to avoid calling on a deleted object) ㅤ I cleared the testing area before I could take a video so here is just the Accelerator and Burner at work in the video. ㅤ After this I will try to finish the UI and Shop which will mean the main gameplay loop would be finished and the rest of the game should be easy afterwards"}, {"post_id": 9696, "ts": "2026-06-16T03:22:38Z", "hours": 4.4078, "text": "Also a great day today, ㅤ Ball health and money are now stored in the spawner instead of each scene to make it easier to modify Made it so that you can only edit towers between waves Added a simple spike tower that does 1 damage when a ball enters it’s hitbox Balls can now take damage and award money when killed Floating numbers for damage and money gain ㅤ I had few bugs ㅤ Spike was not registering mouse events (I just forgot to turn on the “Pickable” option :/ ) Many bugs with damage numbers (All mainly because I was following a tutorial in GDScript while my project is in C#) ㅤ In the video I have decreased the detonation timer so that you can see it in action. The detonation timer is there account for the player just blocking the exit. ㅤ In reality I’m just trying to procrastinate on UI, so I’ll try and add the rest of the towers and then work on the shop, after which the main gameplay loop is pretty much done."}, {"post_id": 9079, "ts": "2026-06-15T05:16:31Z", "hours": 3.0133, "text": "Productive day today, ㅤ Added a new L2 ball with cheaper spawn cost Implemented Player health and money Added Pick and Place mechanic for moving and adding towers ㅤ That last one was tricky, I had a few bugs with it ㅤ The rectangle wasn’t snapping to the mouse position (It was being fed the mouse position relative to the window, not the mouse position in the game) If you clicked on two rectangle’s overlapping it would pick up both of them (happened because the rectangles handle click by themselves independently, solved by having all of them try to modify a value and whoever got there first got picked up) ㅤ There were some lessons learned as i worked with custom signals in C# for the first time, this will be useful tool later on. ㅤ There is still some work to do, before I sleep I will make it so that it will only let you edit platforms between waves."}, {"post_id": 8541, "ts": "2026-06-14T06:24:32Z", "hours": 2.4911, "text": "Hello, I’ve put in some good work today. ㅤ Made a test level Added basic camera movement (might change) Made a ball spawner and despawner Ball spawner has waves, and will adjusts its difficulty according to the wave ㅤ First time making something like this, I think its an alright system, but could use some tweaks and balancing here and there to be better. ㅤ Currently its a system that spends credits to spawn something, and will tend to spawn the most expensive thing it can as long as it costs <30% of the credits it has. Maybe it could pre-generate spawns and randomly pick from them, we could use more options and better pricing. Too many white circles spawning as of now. ㅤ The video shows the wave based difficulty spawning in action, thou it is a little long. ㅤ It’s getting late and I still have a lot to do, and not so much time to do it."}]...
|
Title: Composed Ballin' by @JustAnotherMedium Title: Composed Ballin' by @JustAnotherMedium | Stardance
Devlogs:
Hello, I’ve put in some good work today. ㅤ Made a test level Added basic camera movement (might change) Made a ball spawner and despawner Ball spawner has waves, and will adjusts its difficulty according to the wave ㅤ First time making something like this, I think its an alright system, but could use some tweaks and balancing here and there to be better. ㅤ Currently its a system that spends credits to spawn something, and will tend to spawn the most expensive thing it can as long as it costs <30% of the credits it has. Maybe it could pre-generate spawns and randomly pick from them, we could use more options and better pricing. Too many white circles spawning as of now. ㅤ The video shows the wave based difficulty spawning in action, thou it is a little long. ㅤ It’s getting late and I still have a lot to do, and not so much time to do it.
Productive day today, ㅤ Added a new L2 ball with cheaper spawn cost Implemented Player health and money Added Pick and Place mechanic for moving and adding towers ㅤ That last one was tricky, I had a few bugs with it ㅤ The rectangle wasn’t snapping to the mouse position (It was being fed the mouse position relative to the window, not the mouse position in the game) If you clicked on two rectangle’s overlapping it would pick up both of them (happened because the rectangles handle click by themselves independently, solved by having all of them try to modify a value and whoever got there first got picked up) ㅤ There were some lessons learned as i worked with custom signals in C# for the first time, this will be useful tool later on. ㅤ There is still some work to do, before I sleep I will make it so that it will only let you edit platforms between waves.
Also a great day today, ㅤ Ball health and money are now stored in the spawner instead of each scene to make it easier to modify Made it so that you can only edit towers between waves Added a simple spike tower that does 1 damage when a ball enters it’s hitbox Balls can now take damage and award money when killed Floating numbers for damage and money gain ㅤ I had few bugs ㅤ Spike was not registering mouse events (I just forgot to turn on the “Pickable” option :/ ) Many bugs with damage numbers (All mainly because I was following a tutorial in GDScript while my project is in C#) ㅤ In the video I have decreased the detonation timer so that you can see it in action. The detonation timer is there account for the player just blocking the exit. ㅤ In reality I’m just trying to procrastinate on UI, so I’ll try and add the rest of the towers and then work on the shop, after which the main gameplay loop is pretty much done.
We are getting somewhere ㅤ Added I frames to the balls (But they only count for damage from the burner) Added 6 new Towers (Spinner slow, Spinner Fast, Burner, Accelerator, Turret, Turret Long range) ㅤ It’s is not all of the towers but the rest I will add if I have time. Had a few bugs ㅤ Accelerator not working properly (Fixed by using a different method and multiplying the acceleration by 100,000) Turret was not picking up target (Fixed by adding a try-catch to avoid calling on a deleted object) ㅤ I cleared the testing area before I could take a video so here is just the Accelerator and Burner at work in the video. ㅤ After this I will try to finish the UI and Shop which will mean the main gameplay loop would be finished and the rest of the game should be easy afterwards
The main gameplay loop is finished! I have uploaded the project to itch.io, so that anyone can now try it, but the game is not yet finished. https://justanothermedium.itch.io/composed-ballin ㅤ Added Player UI Added Shop Game now starts in edit mode ㅤ There were just a few bugs ㅤ Many with the shop Detonation timer spazzing out (fixed by rounding the number) Detonation timer doesn’t end at wave end (i caught this bug too late, but it shouldn’t affect gameplay)ㅤ ㅤ The video shows some short game play with an unfortunate bug that I caught too late, it will be fixed with the next build. ㅤ Keep in mind this game is still really unpolished and unbalanced and I will hopefully fix those issues as soon as possible...
|
1793231392.895329
|
1793836192.895329
|
|
18177
|
PolyClash by @rohanswamy | Stardance
|
rohanswamy
|
0
|
23.1
|
0
|
[]
|
[{"post_id": 11038, "ts": "202 [{"post_id": 11038, "ts": "2026-06-18T02:00:56Z", "hours": 6.6475, "text": "Phase 4 is done, and the game is finally starting to feel interactive instead of just being a static screen. First off, I got the inventory pieces to actually respond when you click them. I added a variable to track what you’re holding, so now when you click a block, it highlights in gold. But honestly, the coolest part was hooking up the keyboard. I linked the R and F keys to the math I wrote back in Phase 2. Being able to just hit a key and watch the piece instantly spin or flip in the sidebar is so satisfying after staring at frozen shapes for days. I also added click events to the main 14x14 grid. It’s not physically snapping the pieces onto the board yet that’s the big goal for Phase 5 but if you open up the console, it perfectly tracks the X and Y coordinates of wherever you click. Getting the code to remember which piece I had selected without glitching out the rest of the screen was kind of a pain, but the foundation to finally place these things is totally set now."}, {"post_id": 10628, "ts": "2026-06-17T14:11:27Z", "hours": 2.3, "text": "Phase 3 is officially done, and the game actually looks like a real game now. I got tired of looking at a blinding white layout, so I gave the whole UI a massive dark mode glow up with a sleek slate background and neon blue gradients for the blocks. The biggest victory this time was writing the inventory rendering system. I had to use three layers of nested loops to parse through the piece arrays, row by row, cell by cell, to dynamically generate the HTML for all 21 shapes. If a cell is a 1, the code paints it glowing blue; if it’s a 0, it keeps it transparent. It was a ton of lines of CSS and layout tweaking to get the grid to auto align nicely in the sidebar, but seeing all 21 polyominoes neatly lined up next to the main board instead of just reading them in the browser console is incredibly satisfying."}, {"post_id": 9221, "ts": "2026-06-15T14:26:53Z", "hours": 4.8267, "text": "Just finished mapping out all 21 game pieces in JavaScript and wrote the code to rotate and flip them. The rotation math absolutely broke my brain I’m using nested arrays to swap rows into columns, and for a while, my shapes kept turning into weird, distorted blobs instead of actually spinning. Since these pieces only live in the game’s memory right now, the actual page looks exactly the same as my last update, but checking the browser console proves the math is working perfectly behind the scenes. Next up is finally getting these blocks to show up visually in the player inventory sidebar!"}, {"post_id": 8902, "ts": "2026-06-14T20:18:25Z", "hours": 9.3236, "text": "Got the basic 3 column layout done and the 14x14 game board actually rendering on the screen using a 2D JavaScript array. I ended up wasting a ton of time fighting my WakaTime tracker because the extension log was completely blank and wouldn’t log my hours, but a quick reinstall and re-pasting the API key fixed it. For the board itself, I stamped data x and data y coordinates right onto each HTML cell so the game can track clicks and hovers easily later. Now that the empty board is up and customized, I’m moving on to defining the 21 game pieces and figuring out how to rotate and flip them."}]...
|
Title: PolyClash by @rohanswamy | Stardance
Devlo Title: PolyClash by @rohanswamy | Stardance
Devlogs:
Got the basic 3 column layout done and the 14x14 game board actually rendering on the screen using a 2D JavaScript array. I ended up wasting a ton of time fighting my WakaTime tracker because the extension log was completely blank and wouldn’t log my hours, but a quick reinstall and re-pasting the API key fixed it. For the board itself, I stamped data x and data y coordinates right onto each HTML cell so the game can track clicks and hovers easily later. Now that the empty board is up and customized, I’m moving on to defining the 21 game pieces and figuring out how to rotate and flip them.
Just finished mapping out all 21 game pieces in JavaScript and wrote the code to rotate and flip them. The rotation math absolutely broke my brain I’m using nested arrays to swap rows into columns, and for a while, my shapes kept turning into weird, distorted blobs instead of actually spinning. Since these pieces only live in the game’s memory right now, the actual page looks exactly the same as my last update, but checking the browser console proves the math is working perfectly behind the scenes. Next up is finally getting these blocks to show up visually in the player inventory sidebar!
Phase 3 is officially done, and the game actually looks like a real game now. I got tired of looking at a blinding white layout, so I gave the whole UI a massive dark mode glow up with a sleek slate background and neon blue gradients for the blocks. The biggest victory this time was writing the inventory rendering system. I had to use three layers of nested loops to parse through the piece arrays, row by row, cell by cell, to dynamically generate the HTML for all 21 shapes. If a cell is a 1, the code paints it glowing blue; if it’s a 0, it keeps it transparent. It was a ton of lines of CSS and layout tweaking to get the grid to auto align nicely in the sidebar, but seeing all 21 polyominoes neatly lined up next to the main board instead of just reading them in the browser console is incredibly satisfying.
Phase 4 is done, and the game is finally starting to feel interactive instead of just being a static screen. First off, I got the inventory pieces to actually respond when you click them. I added a variable to track what you’re holding, so now when you click a block, it highlights in gold. But honestly, the coolest part was hooking up the keyboard. I linked the R and F keys to the math I wrote back in Phase 2. Being able to just hit a key and watch the piece instantly spin or flip in the sidebar is so satisfying after staring at frozen shapes for days. I also added click events to the main 14x14 grid. It’s not physically snapping the pieces onto the board yet that’s the big goal for Phase 5 but if you open up the console, it perfectly tracks the X and Y coordinates of wherever you click. Getting the code to remember which piece I had selected without glitching out the rest of the screen was kind of a pain, but the foundation to finally place these things is totally set now....
|
1793260111.443662
|
1793864911.443662
|
|
18178
|
DIY Drone by @ojas | Stardance
|
ojas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DIY Drone by @ojas | Stardance
|
1793465828.2483206
|
1794070628.2483206
|
|
18179
|
Particle accelerator demo by @Air | Stardance
|
Air
|
0
|
1.44
|
0
|
[]
|
[{"post_id": 25500, "ts": "202 [{"post_id": 25500, "ts": "2026-07-09T20:17:32Z", "hours": 0.4903, "text": "Pt.3 - I added a few more things to the model, it seems to be mostly done. Now, im going to work on the fine details of it while also working on another platform to get it animated, along with typing a google doc to explain more deeply and clearly of how it works.."}, {"post_id": 16621, "ts": "2026-06-27T01:17:32Z", "hours": 0.5775, "text": "pt.2 finished most of the outline for the synchrotron. I have added the little home for the booster as well. I need to build the monochromators which point outwards away from the main part, and undulators which fit inside the main part of the synchrotron. I havent worked on this project in awhile due to focusing on other work. But i am happy with what i got done with today :]]] it looks like 3 circles inside of eachother, even though that is literally what it is, they each have their own job. The circle in the middle is the booster that is where the particles get accelerated at, then they are ejected through something like a linear accelerator into the bigger ring where they are then spun to the speed of light before going into the monochromators. (A few words might be spelled wrong, sorry)…"}, {"post_id": 11324, "ts": "2026-06-18T15:06:37Z", "hours": 0.3747, "text": "pt.1 I’m currently starting off with teaching myself about how to make a 3D model in CAD, (bc my laptop doesn’t support blender)..this hopefully wont take me too long. 22m have been logged but aren’t very accurate bc I’ve been spending my time on the model not really coding as much. As seen the screen is blank, but as i build this model, i’ll be gathering the materials to also bring in to life."}]...
|
Title: Particle accelerator demo by @Air | Stardan Title: Particle accelerator demo by @Air | Stardance
Devlogs:
pt.1 I’m currently starting off with teaching myself about how to make a 3D model in CAD, (bc my laptop doesn’t support blender)..this hopefully wont take me too long. 22m have been logged but aren’t very accurate bc I’ve been spending my time on the model not really coding as much. As seen the screen is blank, but as i build this model, i’ll be gathering the materials to also bring in to life.
pt.2 finished most of the outline for the synchrotron. I have added the little home for the booster as well. I need to build the monochromators which point outwards away from the main part, and undulators which fit inside the main part of the synchrotron. I havent worked on this project in awhile due to focusing on other work. But i am happy with what i got done with today :]]] it looks like 3 circles inside of eachother, even though that is literally what it is, they each have their own job. The circle in the middle is the booster that is where the particles get accelerated at, then they are ejected through something like a linear accelerator into the bigger ring where they are then spun to the speed of light before going into the monochromators. (A few words might be spelled wrong, sorry)…
Pt.3 - I added a few more things to the model, it seems to be mostly done. Now, im going to work on the fine details of it while also working on another platform to get it animated, along with typing a google doc to explain more deeply and clearly of how it works.....
|
1793814872.6548228
|
1794419672.6548228
|
|
18180
|
My very own WebOS by @thayrald | Stardance
|
thayrald
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @thayrald | Stardance
|
1793199269.3247056
|
1793804069.3247056
|
|
18181
|
Custom Stardance Leaderboard by @The_Craw | Starda Custom Stardance Leaderboard by @The_Craw | Stardance...
|
The_Craw
|
1
|
5.38
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T18:31:28Z", "hours": 3.0, "multiplier": 12.05, "payout": 33, "blessing": "neutral", "text": "This is an unofficial Stardance Project Leaderboard, search for your project today to see how it stacks up!", "repo": "https://github.com/Jonah-Crawford/Stardance-Leaderboard", "demo": "https://stardance-leaderboard.ultimatecraw.xyz/"}]...
|
[{"post_id": 30930, "ts": "202 [{"post_id": 30930, "ts": "2026-07-18T22:35:59Z", "hours": 2.3758, "text": "Added a simple stack library to CSL, along with various smaller graphics programs, such as screen/rectangle_fill.craw"}, {"post_id": 9327, "ts": "2026-06-15T17:20:10Z", "hours": 0.2644, "text": "I’m going to ship this project, so people can use the leaderboard for reviewing their projects."}, {"post_id": 8739, "ts": "2026-06-14T15:17:57Z", "hours": 0.7644, "text": "All projects are now on the leaderboard with data correct as late as yesterday evening. I’ll try to find a way to get it to automatically update at some point"}, {"post_id": 8379, "ts": "2026-06-13T22:39:47Z", "hours": 0.6725, "text": "Website is ready! Just waiting for the projects to load."}, {"post_id": 8357, "ts": "2026-06-13T21:54:15Z", "hours": 0.8992, "text": "I had to reset the leaderboard because my script messed up the data, but now after doing all the projects now it should run properly"}, {"post_id": 8325, "ts": "2026-06-13T20:51:02Z", "hours": 0.3503, "text": "Stardance doesn’t have a project leaderboard yet, so I decided I’ll make one myself! This will be really simple, if you want to support me, please take a look at my main project, Crawssembly! https://stardance.hackclub.com/projects/8100"}]...
|
Title: Custom Stardance Leaderboard by @The_Craw | Title: Custom Stardance Leaderboard by @The_Craw | Stardance
Devlogs:
Stardance doesn’t have a project leaderboard yet, so I decided I’ll make one myself! This will be really simple, if you want to support me, please take a look at my main project, Crawssembly! https://stardance.hackclub.com/projects/8100
I had to reset the leaderboard because my script messed up the data, but now after doing all the projects now it should run properly
Website is ready! Just waiting for the projects to load.
All projects are now on the leaderboard with data correct as late as yesterday evening. I’ll try to find a way to get it to automatically update at some point
I’m going to ship this project, so people can use the leaderboard for reviewing their projects.
Added a simple stack library to CSL, along with various smaller graphics programs, such as screen/rectangle_fill.craw
Ships:
This is an unofficial Stardance Project Leaderboard, search for your project today to see how it stacks up!...
|
1793887051.1166606
|
1793973451.1166606
|
|
18182
|
My very own WebOS by @Prabhleen | Stardance
|
Prabhleen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Prabhleen | Stardance
|
1793274737.733928
|
1793879537.733928
|
|
18183
|
My very own WebOS by @Applekie12 | Stardance
|
Applekie12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Applekie12 | Stardanc Title: My very own WebOS by @Applekie12 | Stardance...
|
1793321659.0115325
|
1793926459.0115325
|
|
18184
|
My very own WebOS by @Marousoz | Stardance
|
Marousoz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Marousoz | Stardance
|
1793771257.1031487
|
1794376057.1031487
|
|
18185
|
Noesis by @Anaximandrus | Stardance
|
Anaximandrus
|
0
|
4.34
|
0
|
[]
|
[{"post_id": 9578, "ts": "2026 [{"post_id": 9578, "ts": "2026-06-15T23:14:08Z", "hours": 4.3444, "text": "Devlog #1: Kicking off the project. I started off with the idea of having all L.L.M.s work inside it’s specific folder and writing down memories saved themselves. Yeah, that’s a bad idea. They’re stochastic. They hallucinate. Unreliable. So I changed my plan: instead of having them write down misinformation, why not “interrogate” their terminals myself and let the actual machine do some of the work? Using FTS5 and SQLite along with a bunch of .md files, Noesis will allow for cross-L.L.M.s collaboration and a much bigger memory. Not much has been implemented so far tho… but it’s just the beginning! 🐱 P.S.: inspired by Claudian ( https://github.com/YishenTu/claudian )"}]...
|
Title: Noesis by @Anaximandrus | Stardance
Devlog Title: Noesis by @Anaximandrus | Stardance
Devlogs:
Devlog #1: Kicking off the project. I started off with the idea of having all L.L.M.s work inside it’s specific folder and writing down memories saved themselves. Yeah, that’s a bad idea. They’re stochastic. They hallucinate. Unreliable. So I changed my plan: instead of having them write down misinformation, why not “interrogate” their terminals myself and let the actual machine do some of the work? Using FTS5 and SQLite along with a bunch of .md files, Noesis will allow for cross-L.L.M.s collaboration and a much bigger memory. Not much has been implemented so far tho… but it’s just the beginning! 🐱 P.S.: inspired by Claudian ( https://github.com/YishenTu/claudian )...
|
1793393641.676035
|
1793998441.676035
|
|
18186
|
Frictionless by @kevin_azizi01 | Stardance
|
kevin_azizi01
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @kevin_azizi01 | Stardance
|
1793497828.141464
|
1794102628.141464
|
|
18187
|
Two Player Space Invaders by @airCoding | Stardanc Two Player Space Invaders by @airCoding | Stardance...
|
airCoding
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Two Player Space Invaders by @airCoding | S Title: Two Player Space Invaders by @airCoding | Stardance...
|
1793472523.7435784
|
1794077323.7435784
|
|
18188
|
Onara by @aarushk | Stardance
|
aarushk
|
1
|
103.77
|
504
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T22:28:48Z", "hours": 44.0, "multiplier": 19.06, "payout": 504, "blessing": "neutral", "text": "I made Onara, an AI website builder for local businesses. It helps contractors turn their Google Business Profile, or manually entered business info, into a live website with copy, design, SEO, photos, contact forms, and a public URL. The hardest part was connecting everything together: the Next.js app, Supabase auth/database, Stripe billing, the FastAPI AI pipeline, Cloudflare deployment, GitHub backups, and the revision system. Getting the AI output to be good and not broken was also challenging. I’m proud that it is not just a mockup anymore. Users can sign in, search or enter a business, generate a site, revise it, manage billing, and keep their generated code backed up. To test it, sign up, search for a local business, confirm the details, pick a style, and start a build. After the site generates, try the revision page and ask for a small change like “make the hero CTA bigger.”", "repo": "https://github.com/Ak123yay/Onara/", "demo": "https://onara.tech"}]...
|
[{"post_id": 27459, "ts": "202 [{"post_id": 27459, "ts": "2026-07-13T01:25:29Z", "hours": 9.7311, "text": "First generated site!!! Pipeline finally works!"}, {"post_id": 23034, "ts": "2026-07-05T19:25:57Z", "hours": 12.2622, "text": "turning onara into Google Business Profile → website → quote form → missed-call recovery → lead inbox → booked job follow-up"}, {"post_id": 17247, "ts": "2026-06-27T23:26:00Z", "hours": 37.7717, "text": "Trying to make the pipeline generate a proper output. Polishing up the application."}, {"post_id": 12202, "ts": "2026-06-19T22:22:13Z", "hours": 8.2644, "text": "devlog 003 - making Onara launch-ready Date: 2026-06-19 Since devlog 002, I mostly worked on turning Onara from “it works” into something closer to launch-ready. what I worked on billing + accounts I added more real account controls: cancel subscription from billing plan limits better account page better checkout layout Google-login warning if someone tries password login on a Google account Google account -> use Continue with Google Password account -> normal email/password login generated sites I worked on making the sites Onara creates more useful after launch: contact form lead emails better email HTML Pro code download cancellation placeholder pages Google Reviews refresh job support email surfaces contact form -> Onara lead email -> site owner inbox pipeline fixes I fixed more backend/build issues: longer pipeline timeout better health monitor support fixed /health HEAD checks fixed broken generated HTML cases improved Google Maps region filtering back toward DC / VA GET /health -> 200 OK HEAD /health -> 200 OK launch cleanup I added launch stuff that real products need: privacy policy terms of service support page favicon/logo polish SEO metadata .env.example updates docs for production fixes AI + training data I also added the start of a cleaner AI improvement system: user consent copy opt-out/delete handling training example storage QA-approved examples only no saving random bad generated sites into RAG good QA result -> redact -> save as training example bad result -> do not save biggest change Onara is not just generating sites now. It is starting to act like a real app with billing, support, cancellation, reviews, contact leads, account limits, and safer AI improvement rules. still left finish production deploy polish make generated site quality more consistent keep fixing slow render/build issues launch testing outreach assets"}, {"post_id": 11090, "ts": "2026-06-18T04:09:31Z", "hours": 26.8906, "text": "devlog 002 - the fake flow became the real app Date: 2026-06-18 Sorry abt not posting a devlog in a while, completely forgot i had to do them! (too locked in lol). Onara moved from prototype to real product system. Devlog 001 ended with the app shell, Supabase setup, and mock agent progress. Since then, the missing backend got built: FastAPI, real agents, deployment, revisions, billing, and account gating. Find -> Confirm -> Style -> Generate now connects to the actual pipeline. what I built FastAPI backend /generate and /health job queue + dedupe SSE progress stream dashboard build resume Cloudflare Tunnel + PM2 Next.js -> FastAPI -> agents -> Cloudflare -> Supabase AI pipeline I added the real 10-agent flow: Analyst, Content Writer, Style Agent, Planner, Prompt Engineer, Code Generator, Debugger, SEO Agent, QA, and Mobile check. Agent 6 now has a plan-gated model picker. Free -> Onara default Starter -> Copilot options Trial / Pro -> full access I also added shared AI clients for NVIDIA NIM, Ollama, and GitHub Copilot SDK. z-ai/glm-5.1 -> llama-4-maverick -> gemma4:e4b RAG and deployment I added RAG with ChromaDB, BM25 search, seeded HTML/CSS/JS patterns, and contractor layout examples. Deployment now does this: parse generated HTML split component files back up code to GitHub deploy to Cloudflare Pages save metadata in Supabase generated site -> GitHub -> Cloudflare -> Supabase revisions The revision page became a real workflow with: revision threads queued work log auto-pick or manual components changed-file summaries rollback UI retry without charging failed builds { instruction : \" make the hero CTA bigger \" , componentSelection : { mode : \" auto \" } } The UI also got cleaner: denser chat, better work log placement, flatter composer, and Onara styling. billing I added real billing: Stripe checkout sessions Starter monthly Starter annual at $99/year Pro checkout Stripe webhooks payment failed / succeeded handling reverse trial setup trial downgrade monthly revision reset STRIPE_STARTER_PRICE_ID=... STRIPE_STARTER_ANNUAL_PRICE_ID=... STRIPE_PRO_PRICE_ID=... Checkout now uses embedded Stripe Elements with PaymentElement , ExpressCheckoutElement , wallet buttons when available, and an Onara checkout page. account and limits I added plan display, trial days left, usage stats, upgrade CTAs, Starter / Pro cards, and annual Starter. Free -> 1 active site Starter -> 1 active site Pro / Trial -> 3 active sites Limits are checked before generation and enforced in Supabase. cancellation flow When Stripe sends customer.subscription.deleted or invoice.payment_failed , Onara now: updates the account sets show_url=false deploys a Cloudflare placeholder marks projects as suspended keeps Supabase records and GitHub backups cancel -> hide URL -> placeholder -> suspended project Cancellation hides the site but does not delete the generated code. what changed from devlog 001 Now the pipeline runs, agents generate sites, previews stream status, sites deploy, code backs up, projects persist, revisions work, billing is wired, trials downgrade, limits are enforced, and canceled sites get suspended. still missing lead SMS Pro code download weekly Google Reviews badge refresh monitoring privacy / terms cleanup support / consent copy launch outreach assets"}, {"post_id": 8868, "ts": "2026-06-14T19:21:29Z", "hours": 8.4192, "text": "devlog 001 - i started making the app Date: 2026-06-14 This update was big because Onara is not just plans anymore. I added real app code inside Onara_Code . Before this, it was mostly wiki pages, task lists, and design references. Now it has a real frontend and Supabase setup. what I built Next.js app landing page auth pages dashboard business build flow Google Places search agent progress screen Supabase migrations Supabase edge functions The app now has login, signup, password reset, protected dashboard routes, a contractor landing page, and a 4-step build flow: Find -> Confirm -> Style -> Generate I also added the mock agent progress screen. It shows the 10 agents running, streams progress, updates a preview, and has a fake retry moment. It is not the real backend yet, but it makes the frontend flow feel real. Supabase now has migrations for users, projects, pipeline jobs, revisions, RLS, auth triggers, and cron jobs. I also added edge functions for trial downgrade, revision reset, and Stripe webhook handling. what is still missing The big missing thing is: Onara_Code/pipeline/ That is where the FastAPI server needs to go. Still needed: FastAPI app /generate endpoint /health endpoint real agents AI client RAG deployment code account/billing pages Stripe checkout route verification I tried: npm run type-check but it failed because dependencies are not installed: tsc: not found next Next step: Build the FastAPI server. That is what turns the fake agent progress flow into the real Onara AI pipeline."}]...
|
Title: Onara by @aarushk | Stardance
Devlogs:
dev Title: Onara by @aarushk | Stardance
Devlogs:
devlog 001 - i started making the app Date: 2026-06-14 This update was big because Onara is not just plans anymore. I added real app code inside Onara_Code . Before this, it was mostly wiki pages, task lists, and design references. Now it has a real frontend and Supabase setup. what I built Next.js app landing page auth pages dashboard business build flow Google Places search agent progress screen Supabase migrations Supabase edge functions The app now has login, signup, password reset, protected dashboard routes, a contractor landing page, and a 4-step build flow: Find -> Confirm -> Style -> Generate I also added the mock agent progress screen. It shows the 10 agents running, streams progress, updates a preview, and has a fake retry moment. It is not the real backend yet, but it makes the frontend flow feel real. Supabase now has migrations for users, projects, pipeline jobs, revisions, RLS, auth triggers, and cron jobs. I also added edge functions for trial downgrade, revision reset, and Stripe webhook handling. what is still missing The big missing thing is: Onara_Code/pipeline/ That is where the FastAPI server needs to go. Still needed: FastAPI app /generate endpoint /health endpoint real agents AI client RAG deployment code account/billing pages Stripe checkout route verification I tried: npm run type-check but it failed because dependencies are not installed: tsc: not found next Next step: Build the FastAPI server. That is what turns the fake agent progress flow into the real Onara AI pipeline.
devlog 002 - the fake flow became the real app Date: 2026-06-18 Sorry abt not posting a devlog in a while, completely forgot i had to do them! (too locked in lol). Onara moved from prototype to real product system. Devlog 001 ended with the app shell, Supabase setup, and mock agent progress. Since then, the missing backend got built: FastAPI, real agents, deployment, revisions, billing, and account gating. Find -> Confirm -> Style -> Generate now connects to the actual pipeline. what I built FastAPI backend /generate and /health job queue + dedupe SSE progress stream dashboard build resume Cloudflare Tunnel + PM2 Next.js -> FastAPI -> agents -> Cloudflare -> Supabase AI pipeline I added the real 10-agent flow: Analyst, Content Writer, Style Agent, Planner, Prompt Engineer, Code Generator, Debugger, SEO Agent, QA, and Mobile check. Agent 6 now has a plan-gated model picker. Free -> Onara default Starter -> Copilot options Trial / Pro -> full access I also added shared AI clients for NVIDIA NIM, Ollama, and GitHub Copilot SDK. z-ai/glm-5.1 -> llama-4-maverick -> gemma4:e4b RAG and deployment I added RAG with ChromaDB, BM25 search, seeded HTML/CSS/JS patterns, and contractor layout examples. Deployment now does this: parse generated HTML split component files back up code to GitHub deploy to Cloudflare Pages save metadata in Supabase generated site -> GitHub -> Cloudflare -> Supabase revisions The revision page became a real workflow with: revision threads queued work log auto-pick or manual components changed-file summaries rollback UI retry without charging failed builds { instruction : " make the hero CTA bigger " , componentSelection : { mode : " auto " } } The UI also got cleaner: denser chat, better work log placement, flatter composer, and Onara styling. billing I added real billing: Stripe checkout sessions Starter monthly Starter annual at $99/year Pro checkout Stripe webhooks payment failed / succeeded handling reverse trial setup trial downgrade monthly revision reset STRIPE_STARTER_PRICE_ID=... STRIPE_STARTER_ANNUAL_PRICE_ID=... STRIPE_PRO_PRICE_ID=... Checkout now uses embedded Stripe Elements with PaymentElement , ExpressCheckoutElement , wallet buttons when available, and an Onara checkout page. account and limits I added plan display, trial days left, usage stats, upgrade CTAs, Starter / Pro cards, and annual Starter. Free -> 1 active site Starter -> 1 active site Pro / Trial -> 3 active sites Limits are checked before generation and enforced in Supabase. cancellation flow When Stripe sends customer.subscription.deleted or invoice.payment_failed , Onara now: updates the account sets show_url=false deploys a Cloudflare placeholder marks projects as suspended keeps Supabase records and GitHub backups cancel -> hide URL -> placeholder -> suspended project Cancellation hides the site but does not delete the generated code. what changed from devlog 001 Now the pipeline runs, agents generate sites, previews stream status, sites deploy, code backs up, projects persist, revisions work, billing is wired, trials downgrade, limits are enforced, and canceled sites get suspended. still missing lead SMS Pro code download weekly Google Reviews badge refresh monitoring privacy / terms cleanup support / consent copy launch outreach assets
devlog 003 - making Onara launch-ready Date: 2026-06-19 Since devlog 002, I mostly worked on turning Onara from “it works” into something closer to launch-ready. what I worked on billing + accounts I added more real account controls: cancel subscription from billing plan limits better account page better checkout layout Google-login warning if someone tries password login on a Google account Google account -> use Continue with Google Password account -> normal email/password login generated sites I worked on making the sites Onara creates more useful after launch: contact form lead emails better email HTML Pro code download cancellation placeholder pages Google Reviews refresh job support email surfaces contact form -> Onara lead email -> site owner inbox pipeline fixes I fixed more backend/build issues: longer pipeline timeout better health monitor support fixed /health HEAD checks fixed broken generated HTML cases improved Google Maps region filtering back toward DC / VA GET /health -> 200 OK HEAD /health -> 200 OK launch cleanup I added launch stuff that real products need: privacy policy terms of service support page favicon/logo polish SEO metadata .env.example updates docs for production fixes AI + training data I also added the start of a cleaner AI improvement system: user consent copy opt-out/delete handling training example storage QA-approved examples only no saving random bad generated sites into RAG good QA result -> redact -> save as training example bad result -> do not save biggest change Onara is not just generating sites now. It is starting to act like a real app with billing, support, cancellation, reviews, contact leads, account limits, and safer AI improvement rules. still left finish production deploy polish make generated site quality more consistent keep fixing slow render/build issues launch testing outreach assets
Trying to make the pipeline generate a proper output. Polishing up the application.
turning onara into Google Business Profile → website → quote form → missed-call recovery → lead inbox → booked job follow-up
First generated site!!! Pipeline finally works!
Ships:
I made Onara, an AI website builder for local businesses. It helps contractors turn their Google Business Profile, or manually entered business info, into a live website with copy, design, SEO, photos, contact forms, and a public URL. The hardest part was connecting everything together: the Next.js app, Supabase auth/database, Stripe billing, the FastAPI AI pipeline, Cloudflare deployment, GitHub backups, and the revision system. Getting the AI output to be good and not broken was also challenging. I’m proud that it is not just a mockup anymore. Users can sign in, search or enter a business, generate a site, revise it, manage billing, and keep their generated code backed up. To test it, sign up, search for a local business, confirm the details, pick a style, and start a build. After the site generates, try the revision page and ask for a small change like “make the hero CTA bigger.”...
|
1793728480.304182
|
1793814880.304182
|
|
18189
|
Untitled by @Shrihan | Stardance
|
Shrihan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Shrihan | Stardance
|
1793461925.5586917
|
1794066725.5586917
|
|
18190
|
Bitarmyknife by @alexk | Stardance
|
alexk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Bitarmyknife by @alexk | Stardance
|
1793559559.4481456
|
1794164359.4481456
|
|
18191
|
Alex by @jshrihankumar | Stardance
|
jshrihankumar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Alex by @jshrihankumar | Stardance
|
1793512432.076606
|
1794117232.076606
|
|
18192
|
Sayo Device by @Minh_Quang | Stardance
|
Minh_Quang
|
1
|
0.0
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T02:46:42Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a macropad to fullfil the role of a Sayo Device since I’m too broke for one. It has 3 keys and 1 OLED display. The hardest part of all of that was definitely creating the case since it isn’t really easy to get the hang of Fusion360. Couldn’t get hackatime run at the start so that’s why I don’t have too much devlog.", "repo": "https://github.com/minhquangd0103-ship-it/Macropad", "demo": ""}]...
|
[{"post_id": 43032, "ts": "202 [{"post_id": 43032, "ts": "2026-08-08T02:36:02Z", "hours": 1.8706, "text": "I finished"}]...
|
Title: Sayo Device by @Minh_Quang | Stardance
Dev Title: Sayo Device by @Minh_Quang | Stardance
Devlogs:
I finished
Ships:
I made a macropad to fullfil the role of a Sayo Device since I’m too broke for one. It has 3 keys and 1 OLED display. The hardest part of all of that was definitely creating the case since it isn’t really easy to get the hang of Fusion360. Couldn’t get hackatime run at the start so that’s why I don’t have too much devlog....
|
1793721239.137428
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1793807639.137428
|
|
18193
|
My very own WebOS by @OfficialShinyAV | Stardance
|
OfficialShinyAV
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @OfficialShinyAV | Sta Title: My very own WebOS by @OfficialShinyAV | Stardance...
|
1793289012.269521
|
1793893812.269521
|
|
18194
|
Docking Simulator by @Arzan | Stardance
|
Arzan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Docking Simulator by @Arzan | Stardance
|
1792947275.619964
|
1793811275.619964
|
|
18195
|
VR Space Game by @Mason11 | Stardance
|
Mason11
|
0
|
0.0
|
0
|
[]
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[]
|
Title: VR Space Game by @Mason11 | Stardance
|
1793307292.1625783
|
1793912092.1625783
|
|
18196
|
My very own WebOS by @sunkissed | Stardance
|
sunkissed
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @sunkissed | Stardance
|
1793498203.3856945
|
1794103003.3856945
|
|
18197
|
My first slack bot! by @NicoR09 | Stardance
|
NicoR09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @NicoR09 | Stardance
|
1793559478.2130716
|
1794164278.2130716
|
|
18198
|
Untitled by @Shrihan | Stardance
|
Shrihan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Shrihan | Stardance
|
1793231642.0527194
|
1793836442.0527194
|
|
18199
|
My awesome macropad! by @Vaanya | Stardance
|
Vaanya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Vaanya | Stardance
|
1793854201.7201915
|
1794459001.7201915
|
|
18200
|
ForceField by @anygenericname | Stardance
|
anygenericname
|
1
|
107.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T06:09:26Z", "hours": 107.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built a VPN configuration agent. It can setup both your servers and your client in a matter of seconds. It allows you to connect to multiple vpn providers at once, including both selfhosted machines and 3rd party providers. What would take hours to set up normally is now just seconds away. Forcefield also has advanced options, such as “Reverse Routes” and tunneling via Websocket. The try project link is to a youtube page, since this is pretty technical. Instructions for use are in the readme.", "repo": "https://github.com/owenpmckenna/forcefield", "demo": "https://www.youtube.com/watch?v=9hitwGb5b1E"}]...
|
[{"post_id": 84729, "ts": "202 [{"post_id": 84729, "ts": "2026-10-30T04:49:39Z", "hours": 14.0356, "text": "It’s now possible to import 3rd part vpn services into Forcefield. Now, you can route with both your “generators” and ones from Proton, AirVPN, Mullvad, etc."}, {"post_id": 80482, "ts": "2026-10-17T20:03:45Z", "hours": 3.2789, "text": "Connection Testing Screen. A nice little UI that allows you to see where exactly your connection might be failing."}, {"post_id": 78127, "ts": "2026-10-09T17:17:39Z", "hours": 13.7836, "text": "Added Automatic Install, Better Key Generation, ARM support — Now you can give ssh credentials and Forcefield will install its client on your server. Also, Forcefield generates its keys at runtime now!"}, {"post_id": 69445, "ts": "2026-09-17T02:15:19Z", "hours": 28.3153, "text": "Got Wireguard working! We can now bypass hotel/repressive gov./etc. content blockers"}, {"post_id": 16745, "ts": "2026-06-27T06:21:24Z", "hours": 7.6619, "text": "Ipv6 now working! It is now possible to proxy Ipv6 traffic through the tunnel, regardless of if the client device has ipv6 access, which is cool. I still don’t have the ability to give you a public ipv6 address, but that might be on the way, not sure."}, {"post_id": 15191, "ts": "2026-06-24T18:10:12Z", "hours": 22.6558, "text": "Different types of routes can now be used to talk to different peers. Direct routes to public IPs, direct routes to internal IPs (with tags for which peers have that route available), and reverse routes, for bypassing NAT and talking to peers with no public IP. Still need to integrate websockets for firewall bypass. Unfortunately, this is a command line tool, so there isn’t much I can show but I did write an absolute ton of code."}, {"post_id": 10146, "ts": "2026-06-16T19:08:12Z", "hours": 5.92, "text": "Trying to get a endpoint control ui working. Eventually I’m going to make endpoints be capable of creating their own connections instead of doing everything from the main device. This will help to bypass NAT in some cases. Also, I’m apperently allergic to doing projects that are visually interesting (eg. cli tools 😭) so the only image you’re getting is this."}, {"post_id": 9009, "ts": "2026-06-15T00:57:08Z", "hours": 4.5653, "text": "Actually got it working! Forcefield now builds nested VPN configs at will"}, {"post_id": 8834, "ts": "2026-06-14T18:10:44Z", "hours": 2.8328, "text": "Built out as much CLI as possible without actually testing VPN. Starting docker now ig"}, {"post_id": 8505, "ts": "2026-06-14T04:18:09Z", "hours": 3.4592, "text": "Connection logic, some wireguard management, all untested 😭"}]...
|
Title: ForceField by @anygenericname | Stardance
Title: ForceField by @anygenericname | Stardance
Devlogs:
Connection logic, some wireguard management, all untested 😭
Built out as much CLI as possible without actually testing VPN. Starting docker now ig
Actually got it working! Forcefield now builds nested VPN configs at will
Trying to get a endpoint control ui working. Eventually I’m going to make endpoints be capable of creating their own connections instead of doing everything from the main device. This will help to bypass NAT in some cases. Also, I’m apperently allergic to doing projects that are visually interesting (eg. cli tools 😭) so the only image you’re getting is this.
Different types of routes can now be used to talk to different peers. Direct routes to public IPs, direct routes to internal IPs (with tags for which peers have that route available), and reverse routes, for bypassing NAT and talking to peers with no public IP. Still need to integrate websockets for firewall bypass. Unfortunately, this is a command line tool, so there isn’t much I can show but I did write an absolute ton of code.
Ipv6 now working! It is now possible to proxy Ipv6 traffic through the tunnel, regardless of if the client device has ipv6 access, which is cool. I still don’t have the ability to give you a public ipv6 address, but that might be on the way, not sure.
Got Wireguard working! We can now bypass hotel/repressive gov./etc. content blockers
Added Automatic Install, Better Key Generation, ARM support — Now you can give ssh credentials and Forcefield will install its client on your server. Also, Forcefield generates its keys at runtime now!
Connection Testing Screen. A nice little UI that allows you to see where exactly your connection might be failing.
It’s now possible to import 3rd part vpn services into Forcefield. Now, you can route with both your “generators” and ones from Proton, AirVPN, Mullvad, etc.
Ships:
I have built a VPN configuration agent. It can setup both your servers and your client in a matter of seconds. It allows you to connect to multiple vpn providers at once, including both selfhosted machines and 3rd party providers. What would take hours to set up normally is now just seconds away. Forcefield also has advanced options, such as “Reverse Routes” and tunneling via Websocket. The try project link is to a youtube page, since this is pretty technical. Instructions for use are in the readme....
|
1793796695.8705432
|
1793883095.8705432
|