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pkncoder
@pkncoder2
----------------- Devlog XX ----------------- -- 🌟I have the best *one liners* πŸ—Ώ-- πŸ₯€ Now I have to be smart??? 🧠 -- > 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? β˜€οΈ For the quick overview: - Fixed the shadow map issue (so angry about this, see below) - Fixed an issue with textures not caching - Got the very base implementation of Uniform Buffers To start off, in the previous devlog I mentioned I was re-writing the shadow mapping. > Shadow Mapping - Rendering a 3d model with the light being the eye. Everything that it can see is *not* in shadow, everything else is. quick explanation I was having issues with getting the shadows to work correctly. I had ideas for issues, including: (the *model matrix*, the *renderPackets* being in a bad order, the *far plane*). IT TURNS OUT It was none of these. Whenever I made the code to compile a geometry shader along the vertex & fragment shader, I just copied my old one and spliced in the code. *Turns out* I forgot to swap some variables, and I was putting code in places it should *NOT* be at. No idea why it didn't crash, but it fixed my shadow issues very quick :celeste-ghost-sigh00: . As for UBOs, I'll talk about them in a future devlog, when I have everything planned out. :miku: Thank You for Reading :3-blahaj-spinning: As I said with "Planning out" everything, I'm going to set up a whiteboard - I'll have to move my :rainbow-flag: pride flags :transgender_flag: :( - Stardance Devlog: stardance.hackclub.com/projects/15129/devlogs/44870 Github repo: github.com/pkncoder/Engine/tree/Phase-IV Project landing page: pkncoder.github.io/Engine ❓ What's next? :octagonal_sign: 1. Refactor 2. Build the big brain wall 3. Do some thinking :cinemaa:
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pkncoder
@pkncoder2
Just finished fixing the issue with the shadows: I was compiling the wrong shader code and linking it 😭. Currently, uploading, compiling, checking ids, and outputing debug shaders are dealt with with a quick and easy copy-paste method, and I just overload the constructors for the shader class. However when I did this for the new geometry shader it was late, so the copyed code was posting very wrong stuff. πŸ₯€ Here's the git commit, look in the Shader.cpp file: github.com/pkncoder/Engine/commit/a74511d6f27f…
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/c3b10e14-f244-4a35-b7d9-192505596a29-screenshot_2026-08-23_at_2.13.03___am.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/9206efff-e014-4841-9f7f-5c4e5fb66ce8-screenshot_2026-08-23_at_2.04.47___am.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/e631c005-bcfe-4533-9be1-e93462624625-ebf9d692-0709-450b-a727-ea2af57e1324.png
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pkncoder
@pkncoder2
----------------- Devlog XIX ----------------- \- 🌲 Textuers :female_fairy: - :female-technologist: *Shadoowwsss* πŸ’€- > 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? β˜€οΈ To recap on what I did: - Got the program to launch to black screen - I needed to inject the Asset Manager to a class - Got objects loading correctly without shadows - Got textures to load - Started work on fixing the shadow map Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index. The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren't in shadow. I'm not sure what the problem is, but I'm going to do a bit more looking into it. --- :miku: Thank You for Reading :3-blahaj-spinning: I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!! Stardance Devlog: stardance.hackclub.com/projects/15129/devlogs/43917 Github repo: github.com/pkncoder/Engine/tree/Phase-IV Project landing page: pkncoder.github.io/Engine --- ❓ What's next? :octagonal_sign: 1. Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) 2. Make and debug UBOs replacing base uniforms 3. Refactor / clean 4. Create the real Render Graph? --- πŸ₯€ Git Commits (shortened)πŸ—Ώ Commits: github.com/pkncoder/Engine/commits/Phase-IV
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koalakoder
@koalakoder0
I also recently shipped 🚒 a stained glass procedural generator called Voronoi Glass w/ Python :python: for #C0BMPAY9NK0 (tryna grind)! It procedurally generates stained glass, but not just plain ones! It comes with: β€’ Chromatic Aberration β€’ Fractional Brownian Motion (frosted glass look) β€’ Cell Vignette β€’ Cell Borders β€’ ... more coming soon (hopefully) Check it out @ github.com/koala-koder/voronoi-glass and download the executable (MacOS only) @ github.com/koala-koder/voronoi-glass/…/1.0.1 NOTE: For MacOS users, you may need to open your terminal and enter `chmod +x <pathtofile>` to allow the executable to run!
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koalakoder
@koalakoder0
Hey guys :yayayayayay: ! I recently launched a procedural map 🌎 generator I built w/ python :python: for #C0BMPAY9NK0! It not only creates 2D maps, but also renders them in an interactive 3D viewport with full XYZ terrain! There is an executable (MacOS only :sad-pf:) that you can download at github.com/koala-koder/procedural-map/releases/tag/head ! Below I have added a 2D map, but when it runs, it will also open the 3D viewport! NOTE: For MacOS users, if it isn't working, go to your terminal and type `chmod +x <pathtoexecutable>`! That should give it permission to run!
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pkncoder
@pkncoder2
----------------- Devlog XVIII ----------------- - 🌲 Trees :female_fairy: - :female-technologist: *SO MUCH REWRITING* πŸ’€- &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). ✨ What did I do? β˜€οΈ These last few days, I've been working on getting my Rasterizer (drawing triangles of a model on screen and coloring them) working. The big changes that I did include: - Fixing an issue with textures not loading - Updated the Interface for every Renderer. - Implemented the *extract* / *prepare* / *dispatch* pipeline into the Rasterizer for real now. - Started working on the base ideas of a "Shader Graph" The issue with textures was just moving a line like 3 lines lower. I was freeing the image data before saving it ~(oops)~. The updated interface is the *IRenderer* class. Each Renderer bases off of the class, supplying it with a framework so each Renderer can be talked to the same way. Here are some of those functions: 1. beginFrame - Clear previous frame data and prepare for a new frame 2. extract - Take raw scene data (camera, renderables) and convert it into packets for the next step. 3. prepare - Take each packet from extract and turn them into draw commands for dispatch. 4. dispatch - Take each draw command and send a draw call, along the way binding any textures & uniforms. 5. postProcess - Take the frame and post-process it. This may be removed. 6. present - Take the rendered frame and show it to the screen (blit it). To do a quick review on what the *Shader Graph* is - it is a collection of "nodes," each with their own inputs and outputs that connect together to render out a frame. I'm still a bit confused, but I've been watching presentations on the topic from companies like Unity & Activision. :miku: Thank You for Reading :3-blahaj-spinning: Yea, I know it's been a while since my last devlog. I've been making some posts in slack about my Path Tracer, since I spent a little time on that. I'm looking at the timing for everything, the hope is to ship this at the end of Phase-IV and hope that I can get a UI working before too late. I'm hoping I can get enough stardust to pay for a new laptop, but idk that's a long shot. I still have about 25 more hours if I get a 16x mult (which I can only hope for) before I would hit the mark for the FW 12, which isn't crazy (the mult is tho). Staredance Devlog: stardance.hackclub.com/projects/15129/devlogs/42349 Github repo: github.com/pkncoder/Engine/tree/Phase-IV Project landing page: pkncoder.github.io/Engine
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aadityakandel188
@aadityakandel1880
I have created a project called "Fitness-Project" that is available to see at the github : github.com/hemanta-kandel/Fitness-Project. The image sample of the project is given called 'Output-pie.png'. Description :- This project uses a machine learning and data analysis libraries to fullfill the requirements, Numpy(for numerical work), pandas(for cleaning of data), matplotlib(for visualization), scikit-learn(RandomForestRegressor) etc are the libraries inside the python used. This project is designed to easily change for personal fitness tracking.
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QuackX
@QuackX1
πŸ“” New Devlog Boosted Author: @alonso-m-carratal Title: Janitor Space Program (J.S.P.) Summary: You are browsing as a guest. Sign up (or log in) to start making projects! Progress: β€’ A videogame about space exploration and saving humanity from a Kessler cascade, comming out soon^(TM). Built using my own engine: Origin! β€’ Added a helmet overlay! (very inspired by outer wilds, id like some suggestions to make it more original honestly, but right now it decent). It is currently work in progress tho, and theres a lot of information missing… β€’ Small UI improvements: rounded borders, removed window’s transparency, added window close sound effects (need to find a better one tho), little better controller support… Next Steps: β€’ I’ve create a custom blender addon that lets me create procedural noise-based planets! It is really powerful and it gets you really good results for how simple it is really. In a way, its nothing but a vertex shader but coded in python lol β€’ You can try it yourself, its open source too! github.com/aloyak/JSP/blob/main/assets_src/blender/addons/planet_generator.py β€’ I’m developing a way for the player to correctly collide with the geometry of these planets, but this is mostly engine-sided changes and I’m not very deep into it yet. I’m currently researching how to handle multi-threading async functions… View Devlog button
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QuackX
@QuackX1
πŸ“” 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: β€’ 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! β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Github: github.com/Jonah-Crawford/Crawssemblyβ€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Online: crawssembly.ultimatecraw.xyz/β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz β€’ I’ve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm β€’ 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 Next Steps: β€’ I’ve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm β€’ I’m back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated) β€’ I’ve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that I’ll be OOO until next Monday. View Devlog button
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QuackX
@QuackX1
πŸ“” 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: β€’ 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! β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Github: github.com/Jonah-Crawford/Crawssemblyβ€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Online: crawssembly.ultimatecraw.xyz/β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz β€’ I’ve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm β€’ 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 Next Steps: β€’ I’ve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm β€’ I’m back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated) β€’ I’ve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that I’ll be OOO until next Monday. View Devlog button
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QuackX
@QuackX1
πŸ“” 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: β€’ 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! β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Github: github.com/Jonah-Crawford/Crawssemblyβ€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Online: crawssembly.ultimatecraw.xyz/β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz β€’ 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 β€’ I’ve added Markdown support for CPM packages πŸ”₯ Next Steps: β€’ I’m back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated) β€’ I’ve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that I’ll be OOO until next Monday. β€’ Once you get 1 command working, many more will follow! That’s right, a command line written 100% in Crawssembly code πŸ”₯ View Devlog button
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QuackX
@QuackX1
πŸ“” 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: β€’ 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! β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Github: github.com/Jonah-Crawford/Crawssemblyβ€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Online: crawssembly.ultimatecraw.xyz/β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz β€’ 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 β€’ I’ve added Markdown support for CPM packages πŸ”₯ Next Steps: β€’ I’m back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated) β€’ I’ve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that I’ll be OOO until next Monday. β€’ Once you get 1 command working, many more will follow! That’s right, a command line written 100% in Crawssembly code πŸ”₯ View Devlog button
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pkncoder
@pkncoder2
----------------- Devlog XVII ----------------- - :spin-loading: *Strange* :spin-loading: Hours - > 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? β˜€οΈ To start off, I did not work directly on my application, but the online demo. It's like working on the website, but through another editor sometimes. > The goal of the Path Tracer is to eventaully get it clean & quick enough to be real-time. This is the first of the 5 renderers that I will be making. I was working on my online shadertoy DEMO (shadertoy.com/view/7fBSzR) for the Path Tracer, specifically the denoiser. The name of the denoiser I am using is the "*Edge-Avoiding Á Trous Wavelet Transform*". As a quick overview: - It applies a blur "with holes" to allow for less to no image distortion - Fast enough for realtime - Includes "weights" based on (in my code): Normal, Depth, and Color. The larger the difference between the center pixel and the scanned pixel (kernel), the more weight is applied, lessening the amount of blur. This is amazing, however when the camera moves, the denoiser assumes that the current and previous pixel are in the same world postion (when it isn't). This causes errors when trying to overlay the image and gather data. This is why we track the motion of the camera, creating a vector to get the same world position pixel. I got this wrong on one of the first attempts, the last attachment (*videos are compressed*) shows that fun video (warning for those who get motion sick). With this, I am able to blur the image, and with some more techniques, I can get rid of "ghosting." :miku: Thank You for Reading :3-blahaj-spinning: In the videos, I rendered them in fullscreen 4k on my better laptop+GPU, don't worry about your system being too slow, just don't fullscreen it <3 (the development was done on my lower end mac). The hours logged are from refactoring the project after the last devlog, and editing the code when I didn't do it in shadertoy's editor. Shadertoy DEMO: shadertoy.com/view/7fBSzR Stardance devlog: stardance.hackclub.com/projects/15129/devlogs/38161 Github repo: github.com/pkncoder/Engine/tree/Phase-IV Project landing page: pkncoder.github.io/Engine
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QuackX
@QuackX1
πŸ“” New Devlog Boosted Author: @_got.DDR5.RAM_ Title: Omni-Core Summary: You are browsing as a guest. Sign up (or log in) to start making projects! Progress: β€’ I made a fully-local AI-powered student assistant. Like it has EVERYTHING from Textbook Analysis, a Priority Matrix and Web Research to Music Streaming and Music Downloads to Auto-Meeting Transcription and Observer Mode and MORE. Like, building this project was a nightmare in debugging as it used Tauri, Rust and React, and shifting between debugging one to the other is hell as they are VERY DIFFERENT. And the most powerful thing is that this app is like that one teacher who refuses to stop observing you guys, so that you guys work. This constantly records your screen (bit like PiecesOS or Windows Recall BUT I don’t ship all your data to a server unlike Pieces) and gives you statistics on what you’ve been doing, and your entire data including Statistics, Goals, Tasks, Textbooks and Notebooks and MORE are sent to the local AI models (btw, yeah, you have to have Ollama set up with the 4 models mentioned in setup) so that it has your entire context. And all this with no telemetry, privacy risk or internet needs, it can run COMPLETELY LOCALLY (music too is downloadable hehe). Also, please read the GitHub README as it holds all the features, I have only teased it here. Also, btw, this wasn’t made in just 10 hours, that is just the time I had hackatime on (and I’m fine with getting 10 hours worth of Stardust as it is my fault for not having hackatime), I just want you to know that 60+ hours (3-4 hours per day including research) of MY work was put to this and that this is NOT just a scrapped project that over-claims and under-delivers. β€’ Yea, I just added a Start-up page, and also finished up with all the core features. (I spent way more than 3 hours lol, don’t think I just sat and built everything in 3 hrs). Anyways, try it out at: github.com/Koundinya-Git/omni-dashboard Next Steps: β€’ All devlogs, followers, and associated data will be removed. View Devlog button
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pkncoder
@pkncoder2
—————– 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: β€’ Dealt with an issue in Obsidian, as apparently there was β€œminor rendering performance improvements.” This is FALSE :( - I just downgraded the version β€’ Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers. β€’ Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it. β€’ 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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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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pkncoder
@pkncoder2
----------------- Devlog XV ----------------- ✨ What did I do? β˜€οΈ 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. πŸ”₯ What _didn't_ I do? πŸ’₯ 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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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
@pkncoder2
—————– Devlog XIV —————– The Planning - The possible NEW NAME??? - The New Project!! &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). ✨ 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: β€’ Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place. β€’ Refactored resource and scene directories β€’ Re-implemented Application into CMakeLists so I can compile and link that file. β€’ 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 β€œTo 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
@QuackX1
πŸ“” 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: β€’ 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! β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Github: github.com/Jonah-Crawford/Crawssemblyβ€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Online: crawssembly.ultimatecraw.xyz/β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž β€Ž Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz β€’ 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 β€’ I’ve added Markdown support for CPM packages πŸ”₯ Next Steps: β€’ Once you get 1 command working, many more will follow! That’s right, a command line written 100% in Crawssembly code πŸ”₯ β€’ I’ve decided to add a heap library to complement the stack library. Doing this should make my next idea easier β€’ 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
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pkncoder
@pkncoder2
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). πŸ’‘ 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: β€’ Caching based on a string key (slow) β€’ 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!! β˜€οΈ Github repo: github.com/pkncoder/Engine/tree/Phase-IV Project landing page: pkncoder.github.io/Engine
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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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pkncoder
@pkncoder2
—————– 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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pkncoder
@pkncoder2
----------------- Devlog XI ----------------- I haven't been programming as much, as marching band 🎺 has started, so I've had less time. But now I can do the really exiting stuff! > 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? As I mentioned in the last devlog, I have been working on doing a full passthrough of the entire project to get ready for major rewrites. I have completed by refactor checklist, so I have gone through ever cpp file to: Fix warnings Check object method & attribute visibility Check const, static, and inline declarations Change the placement and formatting of method Going through every line of code to do minor logic changes & change formatting Rename methods, attributes, functions, and variables to better names & names w/ personal conventions. Add comments everywhere Change the placement of the #C0BBNECQ9V1 statements (main header file, object interfaces, project files, project packages, extra C++ headers) Run a full clean, compile, and test of the application The LIE Technically I didn't go through every file, as I left AssetManager & Rasterizer. Since these will be completely rewrote soon I felt like it was a waste. What next? Now that I have finished cleaning up the code base, the next projects are to: 1. Move to using UUIDs instead of an entity index in scene 2. Gut AssetManager and rewrite it 3. Change to using metafiles instead of a predetermined path to assets 4. Rework the scene class 5. Extend IRenderer and get ready for the fun part! Thanks for reading!* I tried to keep this one shorter for y'all. I don't normally get too much attention to my devlogs, but I would be more than happy to answer any questions, as there is so much more to this project that even the landing page doesn't cover (WIP). If you're curious, feel free to reach out on slack (pkncoder), and here are some extra links about the project: Github repo: [github.com/pkncoder/Engine](https:/…/Phase-IV) Project landing page: [pkncoder.github.io/Engine](https:/pkncoder.github.io/Engine/index.html)
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PixelSaver-U0498TGUX0B
@PixelSaver-U0498TGUX0B0
Officially day 202 Personally day 24 I finished my macropad!!! hackclub.slack.com/archives/C0AUSQ0J7M3/p1784673626905549 github link is there and everything! Devlogged about what I did there too, so I'll skip most of that I made a little intro cutscene for every round to show how many wins each player has (I haven't added names to it yet but it's super smooth :D) That's whats playing int he video. Kind of cut the streak close for #C0AUZ1LAMH6 but it's okay right?!?!? Losing sleep over a 3d printer is worth it :nod:. My music tagger project is slower to develop, as I'm kind of lost as to where it should go. I have half a mind to make it a full blown music player atp... shoudl i? No clue who to ask about it, and it'd take a lot more time, but I'd know what to code and it would make sense. Right now it just adds genres and tags and can search through the database... and thats it. Not really useful, is it? Im also thinking of maybe a ranking system? like listen to two consecutive songs, and pick your fav. if you shuffle enough maybe you'll eventually rank evberything? might be fun... but wouldn't be super useful to me. Hm. Time to do some thinking.
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Henry Wauzivuff
@Henry Wauzivuff0
19 July 2026, Sunday, Day *200/365*. *165 Days left.* Domingo. *1* DAY *AGO.* Today-1. *2 days until 21 July, Term 3* β€’ France vs England, England wow β€’ HOLY LOCK IN! Caught up with almost the ENTIRETY of last week's logs here. β€’ Begun working for my #C0AV4TR1K5K project! :pf: β—¦ I should also work on studying for my robotics test worth 60% of my grade this Wednesday :pf: β€’ Drew a thing for my font! β€’ 9 People. #C0B4WPB36F8. The Lighthouse. News: β€’ France vs England with England winning (for third place) β€’ Day 200/365 :shocked: β€’ Spain vs Argentina tomorrow at 5AM I believe. Edit. Enjoyment: 7/10, Productivity: 7/10. Streaks: 1. Coding: yes 2. Art: yes 3. Documentation: IM ALMOST THERE! *372 more days.* &gt; Why do people leave roses at graves?
It's the 200th day of the year; what have we all gone & done?
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DatCodeMania
@DatCodeMania0
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zeankun.dev
@zeankun.dev0
I made a Fontobene parsing library for the web, called Derakuma! it's a fully fledged Fontobene library for JavaScript, TypeScript, Node.js, perfect for your CAD needs (PCB design software, CAD, whatever that needs vector fonts!). oh and, the best part? you can use it now! it's on npm and free for you! so get creative!
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PrGh
@PrGh0
Hey guys, I wanted to share a tiny thing I made for #C0AUZ1LAMH6 : Termcord - A terminal command recorder I wrote this in an not so well known language called Nim. Nim basically transpiles to C/C++/JS while giving a python like syntax that makes it fast and easy to understand. What I build with it, to learn how the whole thing works, is basically a cli tool that records the commands you type in by giving an REPL that also directly executes the commands. It takes the recordings and saves it in json file at a .termcord directory located at the home path of the user. Try it out with npm install -g termcord (may break if you have disabled post-intall scripts. In that case you have to manually download the binaries and add them to your path) Check out the code here: github.com/PrathamGhaywat/termcord
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Mikuel
@Mikuel0
Tired of doomscrolling until your eyes hurt? Tired of paywalls on every app blocker you try? :noooovanish: I just shipped FreeBlock v0.6.0: a free and open source cross-platform website and app blocker! :cat-woah: Here's some of its main features: - Manual blocking: Block websites and apps on-demand - Timed locks: Block websites and apps until a timer runs out - Scheduled blocking: Create schedules to block entries automatically - No setup: Supports all browsers and apps with no setup out of the box - Cross-platform: Supports Linux, macOS and Windows, mobile coming Soonℒ️ - No workarounds: Once you block something, there's no way to bypass it Check it out and give it a star if you find it useful! macOS and Windows builds are untested, I'd appreciate it if you'd let me know of any issues! repo: github.com/…/FreeBlock
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WillKuntze
@WillKuntze0
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pkncoder
@pkncoder2
—————– Devlog X —————– I’ve been working on refactoring my project for the last few hours. Part of how I code includes: Comments throughout to explain the code, strict formatting throughout, and trying to help the compiler with β€œconst” and β€œinline” keywords. > 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). ## The process My process of refactoring usually happens once I finish a new addition, however I haven’t been adding new things for a while. Now that I’ve added a new addition to the project (Event system & LayerStack), I want to go through the entire codebase under the src/ directory (not the glsl shaders). ## Project code stats (src/ directory) Running the command line utility β€œcloc” on my src/ directory to count code stats, I get these counts:
-------------------------------------------------------------------------------
Language                     files          blank        comment           code
-------------------------------------------------------------------------------
C++                           23            646            464             1930
C/C++ Header                  47            506            205             1302
-------------------------------------------------------------------------------
SUM:                          70           1152            669             3232
-------------------------------------------------------------------------------
Not very big yet, although that will be increased once I get to redoing the entire rendering engine.

## *What I have done*
Now, back to my refactoring. I got through the basics: removing warnings, double checking the public/private attribute declarations on classes & structs, setting const on functions & params, setting inline on functions.

## *The checklist*
This is my entire checklist for refactors, this is my first project using it, so it is still being worked on:
### Refactor Checklist (src/)

1. [x] Fix warnings
2. [x] Fix public vs. private
3. [x] Make functions const when needed
4. [x] Make function params const when needed
5. [x] Make functions inline when needed
6. [ ] Fix placement of functions
7. [ ] Refactor step by step in code
8. [ ] Rename things
9. [ ] Add comments
10. [ ] Place the \#includes in the right spots
11. [ ] Fix file tree
12. [ ] Run ./fullTest
13. [ ] Update the obsidian canvas & png
14. [ ] Update the website
Eventually I will also need to make one for the shaders too, as they are sometimes more technical on the code side. ## Conclusion That’s all that I’ve been doing, thanks for reading. Here is my Github repo & landing page for this application: Source Code: github.com/pkncoder/Engine Landing Page: pkncoder.github.io/Engine
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jack-jacobson
@jack-jacobson0
My first scrapbook message! I plan to document my learning and projects here. Stay tuned for more. See one project that I am working on below! I am also working on getting this on my website (jackjacobson2011.com) but its erroring.
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pkncoder
@pkncoder2
I have been working the past week to get the Event system working & trying to fix pointer / referance issues (there are still a few I haven't figured out). But now I have a working event system. 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). In my previous devlog, I explained the Layer Stack, a top-down structure for controlling object ownership and main loop execution. Every frame, the layer stack runs the first layer to poll camera movement inputs (temp), and then next layer is ran to render out the frame through the RendererManager. This is great, but where the layer stack really shines is the event system. Events are reactions to when anything happens, keys being pressed / released, the window resizing, etc. When an event is dispatched, the layerstack stops, loops through each layer running it's "onEvent" function to let that layer react (ex. the final render needing it's texture resized). If a layer doesn't want below layers to react to the event, it can consume it, stopping the event dispatching and continuing execution. I struggled a ton with the event state not updating correctly, and the camera not giving the right values to render the triangles. It turned out to be objects/classes duplicating, and not being able to update. There is so many debug messages in the terminal 😭 This was all front-end changes (no change in the render), but now there is a better system put in place (back end changes). Github repo: github.com/pkncoder/Engine/tree/Phase-IV Landing page / Website: &lt;https://g|https://&gt;pkncoder.github.io/Engine
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pkncoder
@pkncoder2
Tempname: Engine update. I am so tired To keep it all contained, since the last devlog I have: - Merged Phase-III into main & created a Phase-IV branch - Changed the landing page's color palette - Modified the target architecture 4 times (3 committed) - Created a rudimentary SceneManager class - Implemented an EngineContext class to distribute ownership & to help with data flow+containment - Implemented a layer system to help cut down on application & to contain/host the events system. - Finally put in the system directory (folder) in the architecture that will host any simulations, computations, and animations. Currently it is the planned details for the camera system. The biggest thing that I have done so far is the layer system & state/context creation. The layer system is like a regenerating stack of pancakes πŸ₯ž. Before you cast your pancake regeneration spell we all have, you have to prep the pancakes with butter and syrup. Each time you finish the pancakes, a new round starts and you eat them again. Then, once you are done, you have to disable the regeneration spell. The layer system acts the same, but computationally & layers instead of pancakes. Each layer goes through the lifecycle of onAttach -> onUpdate -> onDetach. By far the biggest reason for the layer system is the event system, but I'll leave that for the next devlog. Here is the github page: github.com/pkncoder/Engine/tree/Phase-IV Here is the landing page: pkncoder.github.io/Engine I still have soooo much to do, especially with & after the event system. I've completed most of the easy stuff for Phase-IV. Here is the current architecture & a site screenshot.
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/c7a9c39f-098d-40a1-95a5-97865920540d-screenshot_2026-07-06_at_3.45.52___am.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/fe291ef4-4711-43d0-9a95-e43403627dcd-phase-iv-architecture.png
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ethanhawksley
@ethanhawksley0
Hi, I'm Ethan Hawksley and I've been making even more changes for hawksley.dev recently. When my blog post did well on Hacker News and got featured in TLDR Dev, I implemented an email newsletter signup form as a more readily accessible alternative to my RSS and JSON feeds. I'm using Kit as the backend, and you can even sign up without needing JavaScript enabled! I've been renaming some of my online accounts, so my GitHub is now github.com/ethanhawksley and the site repository has moved to github.com/ethanhawksley/ethanhawksley.github.io My GitHub profile README is now hooked up to the deployment of my site, so every time I publish a new post, my profile will adjust accordingly. The theme toggle script has been consolidated to window._getTheme and window.setTheme to reduce duplication across my code without impacting performance adversely. And finally, I'm now using compressed JPEGs for my OG image previews instead of PNGs, since I was previously having issues with preview images being too large to embed successfully.
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pkncoder
@pkncoder2
Just got done with some renders on the engine, been working all day on implementing the things needed. Along with the images, I added: Shadow Mapping for the Rasterizer (only 1 emitter) Tone mapping to the Rasterizer Fog to the Rasterizer A vignette effect to the Rasterizer Transparency maps to the Rasterizer Settings & presets for the renders * A new "Queer Room" modeled by me in blender for the Path Tracer (going to post it on ship). I honestly have had so much fun with this. Currently working on a landing page to go in place of my "Online Demo" on stardance (since this isn't that kind of application D: ). Here's the github: github.com/pkncoder/Engine/tree/Phase-III! At some point I'll be redoing the README as well for more info. Also, these images aren't even the best ones, I'll leave that for the ship :3
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blender emojisummer-of-making emoji🚒github emoji
aguptaq88
@aguptaq880
I was done with doomscrolling Instagram so i made an app that only lets you see posts from your friends (works on the official instagram app btw). apart from this banger feature, it has a suite of features like β€’ block apps, short form videos, websites β€’ count how many reels/shorts you scroll β€’ many more (idk too long to paste here) All Free and Open Source! Star the project or learn how it works: &lt;https://n|https://&gt;github.com/nethical6/curbox website: &lt;https://g|https://&gt;curbox.app/install-android (sorry for the poor video quality :broken-fart: )
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pkncoder
@pkncoder2
I have finished getting albedo (basic color) textures loading. To get this working I had to redo how meshes were loaded completely, but I finally finished that. The biggest problems I had was getting the backrooms model to render correctly, as the previous models I had, all of the textures were in a "baked" form, which my renderer does not support. Finally I found a free non-baked one that was really good, but there was just a few issues with normals, and after I fixed that in blender shading issues showed up, and then UV issues. However the model is mostly fixed now! If you would like to try for yourself, the github repo is here: github.com/pkncoder/Engine/tree/Phase-III. The repo is large currently, as I still need to compress the files, or remove them (gitignore). The Path Tracer is currently disabled, as I need to swap the textures to handles, and then modify the PathTracer to work with the textures. It will look really good once I get that working though!
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blender emojiupvote emojispring-of-making emojigithub emoji
ethanhawksley
@ethanhawksley0
I'm back with a fresh batch of improvements to hawksley.dev my personal site! I'm Ethan Hawksley on most platforms, but to make me easier to find I created hawksley.dev/elsewhere where I've listed all my profiles in one location, with rel="me" so search engines know I'm the same person. I've switched over to logical units (inline and block) instead of physical (width and height), and added dir="ltr" to my html to aid internationalisation down the line. Fixed a flash of white that chromium-based browsers would occasionally experience whilst navigating the site. Now using astro-compress to minify the resultant site so it's even smaller Also set up stylelint to run on save so my css stays in an idiomatic order. And finally my print styles have been improved so if you do Ctrl+P on my site, it should look nice! My GitHub is github.com/ethan-hawksley and you can check out my repository at github.com/ethan-hawksley/ethan-hawksley.github.io it's fully open source!
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spring-of-making emoji🚒github emojiπŸ”₯
td3
@td30
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github emojiyay emojispring-of-making emoji
hello.adityano
@hello.adityano0
Hey everyone! πŸ‘‹ For the past few months, I've been building AXIOM, an AI-native workspace designed around the idea that working with AI should feel less like chatting and more like collaborating. Instead of living inside a single chat window, AXIOM combines conversations, visual thinking, coding, tasks, files, browser interactions, and autonomous workflows into one connected environment. One of the core ideas is Space β€” a visual workspace where thoughts, notes, plans, tasks, agents, and project context can all come together and evolve as work happens. I'm currently preparing the first public release, which is planned for Tuesday, 16/06/2026. The repository already exists, but it's private for now while I finish the remaining work and polish things up. It will be made public on launch day: GitHub: github.com/fireboltmagnum/AXIOM There's still a lot to build. Would love to hear thoughts, suggestions, feature ideas, or things you'd want to see in a tool like this.
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github emojiultrafastparrot emojiπŸš€thinking emojiupvote emojispring-of-making emoji
zeankun.dev
@zeankun.dev0
I've made my own GUI based Motif GUI editor called MotifDesigner! Take the hassle away from coding hideous amounts of code just for a simple app, just embed it on your own C++ app with an automatically generated header (.h) file ready for your use! This entire thing is written in C++ and highly optimized for MaXX desktop users, but don't fret! Other Linux users can try it (Wayland users require XWayland) and make their own Motif apps with ease! It's open source, too! github.com/zeankundev/MotifDesigner
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goose-honk-technologist emojispring-of-making emoji🚒github emojilinux emojic emoji
areallyawesomeusername
@areallyawesomeusername0
Hello #C0M8PUPU6! Long time no see, I am here again to ship a another slack bot for the community of wack club! Nudgebot is a Slack bot, written in Python, that manages your personal channels simply and easily! Although, this bot is for my own channel, I still would like to share this creation to the world so people can my bot for their own channels :) I built alot of features for Nudgebot, you should read the README to learn what Nudgebot can do! repo :github: | macondo project page :macondo:
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spring-of-making emoji🚒slack emojigithub emojihackclub emojiπŸ€–python emojiπŸ”₯
GhostYT7582
@GhostYT75820
Today i spent almost 3 hours trying to design my PCB and case for my hackpad, and for the life of me i couldnt figure out how to model the case in fusion. Im going to try again tomorrow when im on my flight to vacation. github.com/GhostService/hackpad
github emojispring-of-making emojipcb emoji
Josh-U0ALNQXG9R6
@Josh-U0ALNQXG9R60
giving LLMs a "visual Brain" via a 4d Physics Sandbox llms struggle with spatial geometry because they process text tokens, not dimensions. I am building a physical sandbox framework to act as an external visual cognitive engine for AI. how the loop works: β€’ Code Gen: LLM generates logic to spin up a 4D cloud workspace (3D + time). β€’ Offloading: Heavy orbital mechanics and structural math offload to my custom GPGPU physics engine. β€’ Self-Correction: Live telemetry logs from simulation failures pipe back to the LLM to auto-patch its code. Update: Prototype Done, Moving to Realism! The agentic loop prototype works. Now, I am building the first 4 planets of the solar system using: β€’ NASA Maps: Real elevation data in a Three.js frontend. β€’ Atmospheric Clouds: Custom GLSL shaders for dynamic layers. β€’ Newtonian Orbitals: A multi-body backend gravity matrix. Pushed the core builds to GitHub: github.com/williamjosh-dev/Physical-Sandbox-v1.0- I'm 15 and currently trying to balance massive planetary scales without breaking my WebGL views. Let me know what you think ...
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/b2b4266a-4f09-4b26-80b7-eedd488c3535-screenshot_2026-05-30_171323.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/95215d56-9c0b-42b4-98af-ba6552cb0f7f-screenshot_2026-05-30_171134.png
thinking emoji🧠spring-of-making emojigithub emojijs emojigoose-honk-technologist emoji
GhostYT7582
@GhostYT75820
Forgot to post this yesterday, but I worked on my slack bot for stardance! github.com/GhostService/HC-stardance-slack-bot I hosted it on nest, so we ball ig. I messed up my wakatime settings so it only logged 20 minutes for some reason.
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nest emojiπŸ€–github emojispring-of-making emojislack emoji
lowpolyphosphorus
@lowpolyphosphorus0
made stupid github commit thing for my website that does like a 3d graph of contributions with configurable x, y, and z axis options and a thing for you to put a github token in to get past rate limits and track your own github info and what not lowpolyphosphor.us/commits.html uh html something something three js and such
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spring-of-making emojijs emojigithub emojiπŸ“ˆ