Hack Club’s Scrapbook

A daily diary of what Hack Clubbers are learning & making every day.

Eshun
@Eshunnull
Progress on my personal portfolio website is going well. I figured out my aesthetic direction, including, colors, typography, and graphics. Today was the first day of school, so not much got done, but I am hoping to make some decent progress throughout the rest of the week.
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/063dbe65-8ca2-4d7b-b49c-906e81318473-Screenshot%202026-08-10%20at%209.48.11%E2%80%AFPM.png
Kaplin86
@Kaplin867+
Day 222 / 365 Yeah i got nothin lol. I really didnt do much. I slept in, played a bit, worked a tad bit on Router Rebellion, and talked with online friends for most of the day. Im also contemplating how i want to code the attack system in Router Rebellion. Specifically with moves, and their secondary effects. I have the base move stuff setup, so you can target, have multiple targets, target allies, etc etc. things that are on every move. But now im considering how i want to code the additional effects. Theres 3 main ways: 1. Every needed combo has a class that inherits base move. The issue with this is that it might get complicated quick, and i wouldnt have a good way of checking things like "if move applies burn". 2. The move class has a lot of variables. Like there would be a damage variable, then a burn boolean, then burn count, etc. This would probably make giant scripts. Easy to check if a move does a certain thing though. 3. The moves have an array of "application" objects. It would run through each application object and apply it to the target. For example, damage would be one, alongside burn, etc etc. but each would be different objects with unique code. Easy to check for specific actions in a move. Theres not too many issues with this one except the fact it would probably take longer. and maybe harder debugging.
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ranveer.tar.xz
@ranveer.tar.xz1
built a study app and I can't tell if it's actually fun or just a chore with sound effects learnova.software you type a topic and play a ladder where the hint gets stripped one rung at a time: multiple choice, then fill in the blank, then assemble from chips, then say it in your own words with nothing to lean on. the last one can't be skipped, that's kind of the whole point. no signup, works on phone. the thing I actually want to know: pick a topic you half know and do one full run, then tell me the exact moment you wanted to stop. not what would make it better, just where you checked out. that's the bit I can't see from the inside. Apache 2.0 if you want to poke at the repo
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/423ef67e-5066-4c0c-a20e-840cc453e1f6-image.png
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pkncoder
@pkncoder1
—————– Devlog XVI —————– > To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ⭐️ For the quick overview: • Dealt with an issue in Obsidian, as apparently there was “minor rendering performance improvements.” This is FALSE :( - I just downgraded the version • Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers. • Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it. • Did some formatting Overall the two big things that I did was the new Buffer system & the updated IRenderer interface. For the new Buffers, previously I had UBOs (dynamic values) & SSBOs (big mostly static information blocks) set up in seperate files, that BufferManager returned. Now, every buffer is a single struct called GPUBuffer, and GPUBuffer has a type, and a usage (go look at the images in stardance). Now everything is centralized on that. For the new IRenderer interface, now there are RenderTargets - textures that shaders write to as output - and ShaderPasses - A pass of a shader. These can be added to a registry, keyed by a UUID (big number, in this case). :miku: Thanks for reading!!! :3-blahaj-spinning: Thanks so much @AVD for the Superstar! I’m excited for when I can finally start writing my shaders, it’s getting closer & closer! The fancy Path Tracer will be cool and all, but I have big plans for the Ray Marcher!! Stardance devlog: stardance.hackclub.com/projects/15129/devlogs/37468 Github repo: github.com/pkncoder/Engine/tree/Phase-IV Project landing page: pkncoder.github.io/Engine
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Kaplin86
@Kaplin867+
Day 221 / 365 Today i felt considerably tired. I even took a nap (which i rarely do). I tried to get myself to work on One Turret, but made barely any progress. I then tried to work on Router Rebellion, which i will say i did find myself putting more effort into. I was trying to calculate some stuff to get the camera to always look good when your choosing a move, but i still need to workshop it a bit. Its funny because im at the level of knowledge with 3d vector maths where I know enough to do simple things and how to execute ideas, but not enough knowledge to instantly now how to achieve the end goal, so i end up just playing around with a bunch of stuff. I even tried this one thing where i had a target angle, and then i calculated look-at vectors (like positions for the camera to look at) based on the current selected character and the middle of the battle screen, then i just iterated through -1 to 1 by 0.01, getting the inbetween value using that (0 = middle of map position, 1 = selected character pos, 0.5 = inbetween, and anything past that is overshoot or inbetween) and tracked which one was the closest to the desired outcome. It still didnt turn out good but it did get me a tiny bit closer. odds are im just overcomplicating it and i just need to set the angle to predefined things and i dont need to calculate anything :)
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Eshun
@Eshunnull
Today, I started revamping my personal portfolio website. My old portfolio worked perfectly fine. But lately, every time I opened it, a voice in my head screamed: “That’s not you anymore.” It is a hard thing to let go of past versions of yourself. It is even harder to let go of projects you poured your blood, sweat, and tears into. My old portfolio took me months to perfect, but it simply no longer fits the direction I am heading. Growth requires making space for the future. Outgrowing your own creations is not a failure; it is proof of progress. Hopefully, the new portfolio ends up looking even better.
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/e46aec2d-d7bd-4a30-abdb-d1236d1eb3c5-Screenshot%202026-08-09%20at%204.11.31%E2%80%AFPM.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/f206e31c-5ba9-49ce-be59-66c9444d21cd-Screenshot%202026-08-09%20at%204.15.35%E2%80%AFPM.png
Kaplin86
@Kaplin867+
Day 220 / 365 Today I held another hack club meeting!! yay!! My club members finally got their IDs so I helped them get the authentication stuff in, and also teaching them about slack. After that, we tried our hand again at doing the 3d modeling for our hackpads we are going to submit to stardance. Its... not going good lol. Its weird, at first there was a guide for it on stardance, but then they made it to where you have to use the one on the hackpad site. only issue is that, for starters, its a different guide so theres some inconsistencies. And the second issue is that the one on the hackpad website is just worse lol. idk like i feel like theres way less content and explanation. Like we are struggling on this one step because we dont know how to move an autodesk sketch, but i suppose thats my fault since i didnt learn it before the meeting. We ended up just moving the rest of the model in a way the sketch is in the right place. Honestly, im considering having us restart. or perhaps switching project. i dunno, just something about hardware feels way more difficult compared to software. especially the time tracking. we didnt even try to track the time today since we didnt do anything substaintial (we literally spent one hour trying to move a sketch). theres also this hack club ysws called greeble which i might try. make a procedural pattern get it printed. Only issue with me participating is i already have like 4-ish projects on my plate (One Turret, Yomi Hustle mod, Stacklands Mod, Router Rebellion) due to my burnout(?) seeking to try new stuff quick, so idk how long id stick to it right now if i were to even start it.
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ToeKnee
@ToeKnee0
Today I made @QuackX better. How so, you say? By making his AI model have a description similar to Gork's. :evil: Now QuackX is hyper-useful and annoying/gorky. The model I used was google/gemini-3-flash-preview, which is the same model which Gork uses. :hehehe: You can test it at: #C0BNKAQSVNE Github: github.com/toeknee-top/QuackX
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alstocras
@alstocrasnull
devlog 0 begun working on a tui factory management game. so far im trying to learn how to use ncurses, and i made it draw some coloured text
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Kaplin86
@Kaplin867+
Day 219 / 365 Woke up really early to drive my dad to work, and really didnt do much for most of the day. I did however workshop a move selection ui for router rebellion attempt 2. Though given how i was feeling yesterday, im at that point in the cycle where i lack motivation , so rather than coding i hanged out with online friends quite a bit (among playing a few games). In particular, a few of us had a discord vc where we just played around with youtube watch together. It started with deltarune covers to just songs in general, then to national anthems, then to doing deltarune karaoke plus a few more. fun stuff. Odds are im going to get back to either working on one turret, or im going to work on router rebellion rather than my mod-kaplin-into-everything project
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not_BPS
@not_BPSnull
Hi People, Im done with my portfolio. I have also hosted it on the hackclub's dns. dino.icu Im Bhardwaj Prasad btw a high school student with a vision—building AI-driven technology that transforms how people create, build, and innovate. I’m deeply passionate about Artificial Intelligence, Robotics, and Sustainable Innovation. I founded InsightX, a research publishing organization, and served as Director of Product Development at STEM for Change, where I worked on sustainable energy solutions for underserved communities. Currently, I’m building ORIGIN AI — an offline + online hybrid AI assistant that goes far beyond chat. ORIGIN AI is designed to help engineers and creators ideate, code, automate, and build faster using privacy-first intelligence, real-time automation, and deep workflow integration. My goal is to make AI something you build with, not just use. Check it out: https://bhardwaj.dino.icu/ https://bhardwaj-prasad.dino.icu/
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Rocko
@Rocko0
A Physics Engine I made just to get myself familiar with C++ and learn OpenGL and physics :D
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pkncoder
@pkncoder1
----------------- Devlog XV -----------------What did I do? ☀️ I tried getting this out before 4 hours, but it just wouldn't happen. Weird errors kept popping up ~(mostly being my fault)~. Here's a list of what I did: - Figured out generally how I was going to deal with uploading and caching meshes + textures - Put the new *GPUResourceManager* class into place to do the previously mentioned job - Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that - Patched together the old Rasterizer renderer to work with the new IRenderer pipeline - Fixed errors throughout - Split up normal & bump textures - Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time Yea, I know, it's a lot. It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had *nothing* to show for it. :( I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the *attached video*) was banded, where parts "didn't exist" and the other bands did. This reminded me a lot of the *"Minecraft Farlands"* specifically the pocket edition ones. 🔥 What _didn't_ I do? 💥 To keep this brief: - Fully split up the SSBO system in the BufferManager - Reimplement good use cases of UBOs (although I did put in place double buffering) - Add the more sophicticated data handling in the PathTracer (as I commented it's existance out so I could complile). - Figure out how shadow mapping is going to be cleaned up in the Rasterizer. 🌹 Thanks for reading! :3-blahaj-spinning: These devlogs have been getting more attention, and I'm getting closer to doing a rebrand to finally get my point and final ideas across! :3 Stardance project page: stardance.hackclub.com/projects/15129 Github repo: github.com/pkncoder/Engine/tree/Phase-IV Project landing page: pkncoder.github.io/Engine
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Kaplin86
@Kaplin867+
Day 218 / 365 Today was interesting. I did a mix of things. I worked a bit on One Turret, adding some fixes to bugs / issues found within the beta test (which only really came from one guy, my good friend regonold). Pretty simple stuff nothing too crazy. But after that I felt a bit... empty? lacking motivation? idk. I couldnt get myself to code on One Turret, or on my Yomi hustle mod, so i just randomly started to mod stacklands. luckily its probably going to be a lot easier than my yomi hustle mod in my quest to mod myself into every game. I will finish it tommorow probably. ez enough.
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Shahmeer-U0BN5643X6V
@Shahmeer-U0BN5643X6V0
Hey everyone! 🏆 Super excited to share my semi-humanoid service robot build. It features a wheeled mobile base, multi-servo articulated arms and grippers, an expressive neck, and an integrated AI voice-conversation system! Even better—this project recently won 1st position at the district-level competition right here in Sahiwal, Pakistan! :robot_face: Dropping the photo of the robot and my winning certificate below. Let me know what you think of the build!
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/84fdafc9-256d-4591-9300-e64bf3c9bdf7-whatsapp_image_2026-08-07_at_11.47.27_am.jpeghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/813541f0-a6f1-4e6e-b088-0376622c2714-whatsapp_image_2026-08-07_at_11.17.18_am.jpeg
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Kaplin86
@Kaplin867+
Day 217 / 365 I didnt really do much today lol. I slept in a lot more than i usually would. I didnt do any coding, and mostly watched friends play games. I didnt play much myself. I did hangout with my brother at resturant though, just the two of us so that was nice bonding time :) and i also watched some deltarune theory videos with my dad :). in particular, the intro to device theory by mollystars (the video was too long we gave up) and roots theory by goldpro. I find watching old theory videos especially interesting, given sizable chunks might be proven wrong with hte new chapters and whatnot. I someday hope to have a fanbase that could theorize for whatever game I end up making thats big and famous. That would be cool. odds are im going to stay up a bit (which im used to doing) to go pickup my mom at the airport at 2 am. so uh. yeah. I got more ideas on what router rebellion would look and play like. I might try making a proof of concept soon. maybe. i have work on other endeavours.
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InterstellarInnovations
@InterstellarInnovations0
New MSFS Addon in the works
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kartik-kumar
@kartik-kumarnull
Building CoreX OS, a custom 32-bit x86 bare-metal operating system from scratch using C and Assembly, featuring a custom window manager, PS/2 mouse and keyboard drivers, a lock screen, and built-in GUI applications like Notes, Calculator, Snake, and a Drawing canvas.
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Kaplin86
@Kaplin867+
Day 216 / 365 Today was pretty good :) I managed to get a beta test out for the One Turret Recode. I got some feedback from my friends already!! yay!! i decided to make the beta test steam exclusive since like i need to add some benefits for paying for the game lol. I dont really have much to comment lol. I didnt play a lot of games or anything since i was busy coding. One thing i wanted to mention is, when it comes to godot, if for whatever reason you need to store an image as raw data, NEVER have it be a image resource. apparently those are pixel-per-pixel. I accidentally had map resources reaching 250 mb from that... So instead i just saved em as png files as bytes, then just reconstructed on runtime. Now the files are much tinier! I could probably make it even smaller if i chose ".res" files over ".tres" files, since ".tres" files in godot are resource files with a bunch of text to define things, while normal ".res" files is unreadable binary.
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ruben-sutton
@ruben-sutton0
i made a personal website for stardance! view here: rubensutton.com github: github.com/code2344/Personal-Website the actual live site is a bit different as i converted it into wordpress (and i'm hosting it on nest) but should be almost identical. i even got a blog on there!
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pkncoder
@pkncoder1
—————– Devlog XIV —————– The Planning - The possible NEW NAME??? - The New Project!! > To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ So What Happened? :camera_with_flash: I haven’t done much pure coding, HOWEVER, I am getting ready for some large-scale rewrites and additions to the code. For what has happened: • Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place. • Refactored resource and scene directories • Re-implemented Application into CMakeLists so I can compile and link that file. • Did some planning for the *huge* renderer rewrite that is coming up. Along with all of that, I came up with a possible name for the application (since, surprisingly, Tempname: Engine is a temp name) I had it when when gazing at the sun through some clouds over a feild. Although it is super basic, so I’m going to have to play with it. ❤️ Thanks for Reading!!! I might have to take a bit of a break from progress on this project, as I have a website that I’m making for my local fire dept. (look out for a new stardance project)! I’m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the “To recap section on my devlogs, and the landing page). I’ve been getting more questions on it, and my current explanations are a bit too much. Stardance Devlog: [Stardance Devlog](stardance.hackclub.com/projects/15129/devlogs/33845) Github repo: github.com/pkncoder/Engine Project landing page: pkncoder.github.io/Engine
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QuackX
@QuackX0
📔 New Devlog Boosted Author: @gusin9113 Title: Nara.io Summary: You are browsing as a guest. Sign up (or log in) to start making projects! Progress: • None Next Steps: • server devlog #1 - Lua integration + writing a spatial hash. hey everyone! apparently my last project didnt get any stardust because I didnt devlog (and some people being unreasonable in their feedback). so here we go! over the past 6 hours (hackatime genuinely sucks - cant record my hours properly) I have worked on integrating Lua into my server. this is for runtime modification and future plugin support. I also developed a spatial hash following Teschner’s Spatial Hashing algorithm. I dont know how well this post will fair and I dont even know how to get a newline character in these posts, so I will cut it short for now. if you want I can always go more in depth in the comments - just ask! :) • All devlogs, followers, and associated data will be removed. View Devlog button
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Kaplin86
@Kaplin867+
Day 215 / 365 Today was really productive!! On my game (called one turret) I reimplemented progress bars into the recode, got enemy waves fully working, added the skip-to-wave button, readded the escape key menu that now pauses, alongside buffing the market building after some light playtesting. I also have half of a converter for the old map format (which are really just zip files with a few json and images) to the new format (which is a godot resource file). Tommorow i will probably finish up the converter, then convert all the old maps into the new format. Then once thats done... I can start the first beta test for the update :) as for after the beta feedback processing junk, il probably work on reimplementing modding for the recode system. either that or remaking the map editor to be better. I did not work on my yomi hustle mod today though. But i have a sneaking suspicion i will do a lot tommorow (i have to wake up early for some stuff)
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QuackX
@QuackX0
📔 New Devlog Boosted Author: @gusin9113 Title: Nara.io Summary: You are browsing as a guest. Sign up (or log in) to start making projects! Progress: • None Next Steps: • server devlog #1 - Lua integration + writing a spatial hash. hey everyone! apparently my last project didnt get any stardust because I didnt devlog (and some people being unreasonable in their feedback). so here we go! over the past 6 hours (hackatime genuinely sucks - cant record my hours properly) I have worked on integrating Lua into my server. this is for runtime modification and future plugin support. I also developed a spatial hash following Teschner’s Spatial Hashing algorithm. I dont know how well this post will fair and I dont even know how to get a newline character in these posts, so I will cut it short for now. if you want I can always go more in depth in the comments - just ask! :) • All devlogs, followers, and associated data will be removed. View Devlog button
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QuackX
@QuackX0
📔 New Devlog Boosted Author: @The-Craw Title: Crawssembly Summary: You are browsing as a guest. Sign up (or log in) to start making projects! Progress: • Programming languages are a lie! Learn how computers actually work! Scratch but for machine code. Runs on a custom-built rust-based VM and compiler. Over ~450 unlogged hours before starting Stardance. Programmed 100% in nano, no fancy editors used! ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Github: github.com/Jonah-Crawford/Crawssembly‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Crawssembly Online: crawssembly.ultimatecraw.xyz/‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz • I’ve made publishing packages super easy now, all you need to do is craw init to create the package, and then craw pkg publish. As long as you’re signed into CPM and gh, it’ll just work • I’ve added Markdown support for CPM packages 🔥 Next Steps: • Once you get 1 command working, many more will follow! That’s right, a command line written 100% in Crawssembly code 🔥 • I’ve decided to add a heap library to complement the stack library. Doing this should make my next idea easier • This is also my official announcement that I’ll be doing much less programming, due to summer holiday starting now. This is because I can’t program during family time, camping weeks, and other events. In addition, I have University after summer holidays, so this reduced productivity will continue throughout the rest of Stardance. Thank you all for making Crawssembly the number 1 project on stardance! View Devlog button
☀️rustlang emojigoose-honk-technologist emojisummer-of-making emojigithub emoji
Kaplin86
@Kaplin867+
Day 214 / 365 I didnt do much today in terms of programming or coding, but i still felt happy about today :) Most of my time and energy was eaten up by me driving my mom to the airport. well, driving the car back. Originally she was going to go to the local airport, but we had to go to an airport a few hours away since her flight got cancelled for whatever reason. odds are it was the rain maybe. i dont really know lol. but tommorow i should be free, free!! yay!! no comments about the doodle for today lol
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Kaplin86
@Kaplin867+
Day 213 / 365 I got the flying in my yomi hustle mod working good! See video attached :) well maybe i should have added a part where i actively use it, but as you can see in some parts of the video you can freely control the bird and its fast enough to combo with. I will probably be adding the attacks for em soon, alongside the big robot summon i plan. As for my game one turret, I got the wave and wave timer system to work now! So now its really just some small things i want to throw in before i can start the first beta test of the recode. For example, visual progress bars for buildings. I also need to remember to setup the maps for the new system, and hook up the new main scene to the main menu. But yeah really close to finishing it! I also went to the store today to look at some chairs to replace my current gaming chair. if you remember post 148, the arm-resting-part had broken and i fixed it with a sponge taped to the piece. anyways, the chair is old so its due for a revive anyways. Im probably just going to end up getting the same model though lol, its like the perfect chair :) I didnt buy the chair today because i am waiting for some coupons my mom got from the warranty stuff to fully be like processed and whatnot idk In totality, very good day.
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Lifelag
@Lifelag0
Hi guys, today i built an app inspired by beyond's <http://nyos.dev/prescript|nyos.dev/prescript>, it is practically the same thing on the frontend, but it uses a different method for getting the prescripts, it does this by fetching them from a database. In this app, you simply do as instructed, it is inspired by the Prescripts of Limbus Company as well as Library of Ruina, short summary: Prescripts consist of cryptic orders that you have to follow. it is at prescript-daily.vercel.app. *Play Limbus Company*
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CC-U0B86EJFYRJ
@CC-U0B86EJFYRJ0
Today I finished my PCB. I still may want to add some more silkscreen art on the back, and I have to check some things before ordering. But we’re aaaaalmost there with this project and I’m pretty excited. I got a quote from jlcpcb and it looks like it'll cost me like, 2€, including shipping, so that's great!
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kristaladhikari01
@kristaladhikari010
just completed my animated modern login page!!!
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kristaladhikari01
@kristaladhikari010
check it out guys! my hacktime status
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Kaplin86
@Kaplin867+
Day 212 / 365 I worked a bit on my game "one turret" today!! yay!! I got the turret inventory to work with the recode stuff :). I was debating on whether to have map manager, turret manager, or enemy manager handle adding items into the turret, but ultimately opted to just adding it as a function of the map resource. The map resource effectively acts as a save. this is actually the same on how it worked before the recode, just now its a godot resource instead of a renamed zip file. and as for my yomi hustle mod, I got the summon to be able to get influenced by a thingamajig that happens every action, but i still need to fine tune the flying. I also had some bundt cake that was pretty good (forgot to get a photo)
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pkncoder
@pkncoder1
Devlog XIII Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one > To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💡 Overview Commit message for this devlog: > BREAKING CHANGE - New asset system, new scene system, renamed SceneLoader to PrefabSpawner, still need to update rest of code with temp fix until reworking for new system. ✨ What _did_ I do? Previously, the asset manager did still handle caching already loaded assets (models, materials, textures), however the implementation was not professional and temporary: • Caching based on a string key (slow) • Broke the "single responsibility principal" many times by uploading to the GPU & constructing Scene objects Now, I am using AssetHandles (UUIDs) for caching, and I no longer uploading to the GPU in AssetManager. ❌ What _didn't_ I do? This new system is a good start for realigning and separating the different parts of the program, but is only about a third of the work. For what I still need to do, this is what follows: 1. Stop uploading to the GPU in the PrefabSpawner (scene) 2. Fix the renderer and find where I will upload the mesh & texture data. 3. Check for compilation and working across the whole project. 4. Change every instance of AssetManager to using AssetHandles. Once I have these, I can move onto redoing the renderers and FINALLY start working on the "fun stuff" ❤️ Thanks for reading!! ☀️ Github repo: github.com/pkncoder/Engine/tree/Phase-IV Project landing page: pkncoder.github.io/Engine
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ToeKnee
@ToeKnee0
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SalticHash
@SalticHash0
My Fudge arrived finally! (29 days...)
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ethanhawksley
@ethanhawksley0
I've just gotten back from Horizons Europa and had a blast! I made sure to write a new blog post hawksley.dev/blog/hack-club-horizons all about it before I forget. I've also been doing some miscellaneous changes to the descriptions on each page, and my OG images now use text-wrap balance so they look nicer! I've changed from logical css properties back to physical properties (width, height, etc.) because I want to support old or custom browser engines. I've clarified the split licensing that my site uses - a mix of MIT, CC BY, CC BY SA, and ARR. And finally, I discovered I can losslessly compress PNG's just by reprocessing them, so I did that for my whole site. My site's github repository github.com/ethanhawksley/ethanhawksley.github.io has 8 stars now :yayayayayay:
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Kaplin86
@Kaplin867+
Day 211 / 365 Today was basically like yesterday in the snese i didnt do much lol. I worked the tiniest bit on my yomi hustle mod, and got the puppet to work! Right now i can spawn them, and they can explode on command. Odds are i can work on it a lot more tommorow since il be at the pc with it all day hopefully. I also designed the minions. Im actually going to make it so you get one big robot minion and one little bird minion rather than 5 little guys. I also updated a bit of stuff in my gmtk game for a post-jam update as its lowkey shameful to keep it in the state it is. I feel the need to update it to prove myself in a sense. Today was also my brothers birthday so thats cool :)
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kristaladhikari01
@kristaladhikari010
i am currently learning python coding along with the uses of fun modules. also, i have a two days streak and 1 hours 6 minutes of coding time on Hacktime
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Kaplin86
@Kaplin867+
Day 210 / 365 Today i didnt do much lol. I started the day by playing some games, then watched my friend play games, and then i wasnt able to work on my yomi hustle mod since i was on a different pc. But when I did get back, i added a slide kick thing move (like the one from ninja) and also started work on the puppet mechanic. I think im going to have to be very careful with how i design it, since most puppet characters are like just one puppet, but im planning mine to be multiple. I made it so the character can summon (one) minion. Hopefully tommorow i can start adding the commanding stuff! and more than one minion, which might actually be easier than i expect. Ive also been debating on whether to update my gmtk game or not, but odds are im going to continue this project of modding kaplin into everything!!
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PixelSaver-U0498TGUX0B
@PixelSaver-U0498TGUX0B0
Officially Day 210 Personally day 26 Worked on macondo hardware project because I had extra time today!! Picked the two port usb hub but with kicad instead of easyeda (i want to stick with kicad and learn one thing. it's nice, but i hate having to find footprints and symbols)
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CC-U0B86EJFYRJ
@CC-U0B86EJFYRJ0
Today I started working on the PCB of my project. Everything here will be moved (I have literally routed nothing) but I found all the footprints and made the outline in photopea
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Kaplin86
@Kaplin867+
Day 209 / 365 Today was fairly nice, though i was tired most of the day for some reason. I worked a bit more on my yomi hustle mod! I actually finished all the base animations, and made like three moves lol. A kick, a punch, and a upwards attack thing where he gets on his tippy toes and it somehow does damage. I will probably get work on the actual minion part. I did some research and apparently my character's archetype is 'puppet', in particular 'swarm puppet' since its multiple small guys instead of one big one. Oh fun fact rather than using the main arrow symbol that yomi uses for attack icons, i drew my own arrow ased on how i generally draw arrows lol. i mean, it is my character. and if im going to be modding my character into as many games as i can, i think i should make it obviously mine. next after yomi im thinking stacklands or maybe terraria. or just noita since that would probably just be a player skin which is easy.
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Kaplin86
@Kaplin867+
Day 208 / 365 Since Im not really in the mood to work on my long term game or any other actual game, i had a brilliant idea!! im going to self insert my little oc guy into all the steam games i own that support modding!!! I think it would atleast be a funny youtube video :) that is if i turn it into a video im not promising anything. Today i started with yomi hustle! I got most of the core movement stuff down and will focus on the moves tommorow. I had to remove his arms for budget cuts though. dont worry they re appear when most important (like jump anim and punch anim). im thinking the gameplay will be summoner-based. I dont know exactly what core archetype though, id need to research that. I think hes closest to a zoner from my design
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Henry Wauzivuff
@Henry Wauzivuff0
23 July 2026, Thursday, Day *204/365*. *161 Days left. Jueves*. TODAY!!1!! well +30 • Creative writing in English. Somehow segued into Sam Neill • Forget about dnd club atp I can't. • Begun work on a pcb card... Some drawing, felt like a not very productive evening somehow.. • #C0B4WPB36F8. • ayo vro what's going on in #C0266FRGV :sob-pray: got me cackling News: • New Zealand actor Sam Neil, famously known as Hector Faulkner in The Hunt for the Wilderpeople and Alan Grant in Jurassic Park, passed away last week, in Sydney on July 13 2026. • A Google search reveals his passing in Darlinghurst, nearby Crux's venue and only a day after. Enjoyment: 5/10, Productivity: 6/10. *Song of the day:* :thragg-itspeak: HOLYY Streaks: 1. Coding: yesish 2. Art: Not yet, prolly gonna practice now 3. Documentation: IM HEREE ON TIMEE *368 more days.* I would, only if it's ████
That did happen yes
> black, white or █████ It's an anniversary of something to me tomorrow. One that brought me here.
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CC-U0B86EJFYRJ
@CC-U0B86EJFYRJ0
Yesterday I did a bunch of troubleshooting and today I finally completed the breadboard version of my last circuit. I feel like it’s pretty validated now so next item on list is: figuring out KiCad
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pkncoder
@pkncoder1
—————– Devlog XII —————– I haven’t done as much programing recently, but yesterday I wanted to finish what I needed to do quickly, as it wouldn’t take that long. &gt; To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 🎯 UUIDs For a quick explanation of what a UUID is: UUID stands for Universally Unique Identifier. In practice it is a random alphanumeric (a-z,0-9) ID between 64-128 bits. For my project, I used an unsigned 64 bit integer (no negative numbers). It isn’t exactly what the standard for a UUID is, as it isn’t alphanumeric, but I think for now 18.4 quintillion ids are just fine. ⬆️ What Next?? Now that I’ve finished this, the next step is to gut & rewrite the entire asset managing system. I need to redo how files are found, how data is stored, how they are retrieved. Basically the CRUD (create, read, update, delete) line and more. ❤️ Thanks for reading Github repo: github.com/pkncoder/Engine Project landing page: pkncoder.github.io/Engine
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elipseday
@elipsedaynull
I didn't make anything. I didn't do anything. I just did summer school-work for extra credit. Plan to work on HC for more hours for horizons,
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Kaplin86
@Kaplin867+
Day 207 / 365 Today itself wasnt half bad. I was mostly just playing games to recover from my lock in lol. Il get back to working on stuff tommorow. I even booted up some pokemon go and drove around town with my brother. There was some event today that allowed you to get a free mega rayquaza so thats sick :) Il be honest im not really feeling good with my GMTK game. While the idea is good, its sooo overscoped and janky and whatnot. Theres no tutorial (except one easily skippable piece of text), barely any actual content, and a few other things. I suppose i feel like its undercooked? I feel like its undeserving to be a contender, and I feel bad for making it. Feel bad that im saying 'This is a thing i made for one of the most popular jams ever'. Shameful. Which makes me wonder if i should go through the effort of updating it. I mean, I know how i would make it better, but whats the point if its after the jam? Its not like if the game is good, it would suddenly get a second chance to become popular. Since I suck at marketing, I feel that if the game was good, then GMTK is a great way to get a project off the ground, no? Maybe im getting a bit greedy with that mentality. I enjoyed development either way.
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