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Posts tagged with :goose-honk-technologist:

QuackX
@QuackX1
📔 New Devlog Boosted Author: @fanouriakisharry Title: Phone Lockbox (Tamagotchi-Style) Summary: You are browsing as a guest. Sign up (or log in) to start making projects! Progress: • Since my last devlog, I’ve made a lot of progress on my lockbox. I started working on the design of the enclosure in Fusion, trying to figure out how to make everything fit inside without making it look bulky and ugly. I watched some tutorials on youtube (not included in the time) on how to design the hinges, and modified the design so it accommodates the specific needs of the project. I also started working more seriously on the code and UI. I designed the different screens on lopaka.app and started putting them together using different functions. I also designed the home screen, which is going to be the main screen you see when using the lockbox. I’m trying to keep the UI simple, because it has to be navigatable solely using physical pushbuttons. I also spent some time optimizing the slicing settings in Bambu Studio for the 3D print so the enclosure can be printed more efficiently and hopefully come out cleaner. • Hey there! This is my first devlog. So, I’ve had this project idea for a long time, to build a lockbox where I can put my phone inside and lock it for a specific amount of time. There’s gonna be a TFT LCD display with a tamagotchi-inspired character who reacts to how you use the box. He’s happy when you put your phone in and lock it, celebrates when you finish a session without unlocking the box early, and is sad when you do. To start, I used chatgpt to get a first idea of how the character is gonna look, and then I drew him by hand on Piskel (a free online pixel drawing app). I’ve made 7 versions so far: idle, blink, happy, excited, celebrating, sad and sleeping. That’s it for today, see you on the next devlog! Next Steps: • A lockbox where you can put your phone inside and lock it for a specific amount of time. A solenoid lock will be used to lock and unlock the box. There’s also gonna be a TFT LCD display with a tamagotchi-inspired character who reacts to how you use the box. The lockbox is designed in Autodesk Fusion. • That’s it for now, see you on the next devlog! • Hey there! This is my first devlog. So, I’ve had this project idea for a long time, to build a lockbox where I can put my phone inside and lock it for a specific amount of time. There’s gonna be a TFT LCD display with a tamagotchi-inspired character who reacts to how you use the box. He’s happy when you put your phone in and lock it, celebrates when you finish a session without unlocking the box early, and is sad when you do. To start, I used chatgpt to get a first idea of how the character is gonna look, and then I drew him by hand on Piskel (a free online pixel drawing app). I’ve made 7 versions so far: idle, blink, happy, excited, celebrating, sad and sleeping. That’s it for today, see you on the next devlog! View Devlog button
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Kaplin86
@Kaplin867+
Day 235 / 365 Today was an interesting day because the brackeys jam started 3 hours before i woke up, and since i like immediately checked it on my phone, it was quite literally on my mind the whole day. Im participating because of the jame gam hack club event (you should check it out if you havent! its #C0BBFQASBV2) The theme is "trust no one". My thought process for coming up with a game was this sequence: "Trust no one" -> "Library of babel" (a bit lose but the concept of 'trusting the library of babel' is a thought ive had a few times before this) -> "Misinformation in media" -> "Storage of information that can potentially be incorrect" -> "Museum". So now im making a game where you can NOT trust your donors. You play as a newly hired museum staff for a museum, and you need to verify if certain relics are real or not. The goal is to do this as fast as possible, alongside being accurate. You get the verification info from various books at your disposal you will need to read. I dont think overscoping will be a issue this time around, since the gameplays pretty simple. So that gives me more time to polish and add content. as for actual dev progress, I got a simple 3d scene setup with camera movements, but also the ability to rotate relics around with proper movement cancellation / freezing. lastly, i got the first type of fake relic done, that being the texture-based ones that have no model differences. so if i use the fake boolean it will randomly choose a texture and whatnot. Tommorow i will probably get the full gameloop done and get books working.
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pkncoder
@pkncoder2
----------------- Devlog XX ----------------- -- 🌟I have the best *one liners* 🗿-- 🥀 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? ☀️ 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/EngineWhat's next? :octagonal_sign: 1. Refactor 2. Build the big brain wall 3. Do some thinking :cinemaa:
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Kaplin86
@Kaplin867+
Day 234 / 365 Today was exhausting. Not to long after waking up, I had to help my dad and brother build a grill cover outside for the grill. I mean it wasnt that difficult, but ive never been a fan of doing manual labor outdoors. After that i played for a bit, like not too long and i didnt really do much either, but then i went to go eat dinner, immediately followed by going to the movies! We saw spider man brand new day. Good movie, i approve! Though it was fairly long and i was pretty exhausted after. and it was late. so odds are im not going to do too much. Though over today, i did a bit of reflecting because summers basically over for me now. I start classes on monday, sooo... yeah. I do feel like i could have done this summer better, honestly. Like i could have made more games, made more memories, become a better person, etc. But eh, its all in the past now, isnt it? So I should go into this next school year thinking these ideals. Its honestly kinda funny though, this next week is going to be something. I have the start of school, brackeys game jam, that cobblemon minecraft server i mentioned many posts ago that is having its development repicked up, and also some hack club relating stuff. Never a dull moment for ol' kaplin. thats a lie there is very much dull moments.
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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. 🥀 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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Kaplin86
@Kaplin867+
Day 233 / 365 I got the main core battling stuff for Router Rebellion done, So next is to get the cool and unique card system to work, but I should probably make a proper status effect system before that, lol. and also figure out a good way to code it. The main thing is that these are cards and statuses that would have to insert themselves into the code in a good way, and id rather not loop through each one running some potentially-empty function to see if it changes a certain value. Doing that every single time anything happens seems really inefficient. Im a tad bit stumped on how to do it, because im used to just using like... normal classes that are a subclasses, which would involve having functions for everything like on turn end, on burn inflicted, on burn recover, etc. etc. just WAY too many things. Idk im probably going to pause development given that brackeys game jam starts in 31 hours as of writing this. I wanted to read more of my cool new book anyways, that way i could be more prepared for this jam since i have more time to analyze it using the lense things the book has.
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Kaplin86
@Kaplin867+
Day 232 / 365 Didnt do any programming, mostly due to the fact i slept in and i was spending a lot of time reading this new book i got from the jame gam hack club event!! i really like it :) I also tried out a minecraft mod called "reigns of nether" which turns it into a RTS game which made it pretty fun. My friend won by a lot in our 1v1 but it was fun regardless.
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Kaplin86
@Kaplin867+
Day 229 / 365 Today was decent, but i did manage to code a good bit! I remade my quick time event in Router Rebellion from the ground up (mostly) to use miliseconds instead of pixel distance for timings. And it just looks a tad bit better now. I should be able to properly hook it up to the combat tommorow! Also, on an unrelated note, I really like the minecraft end poem. Like il be real i didnt really remember it before rereading it a few days ago, but its really resonated with me. Half the time i would skip it, if i even get that far at all in minecraft lol. Its been a long while since i actually beat minecraft... maybe i should beat it again.
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Kaplin86
@Kaplin867+
Day 227 / 365 Today I had another hack club meeting! We restarted our hackpad project, using a new tutorial given to me by @Henry Wauzivuff (thank you so much btw), and we managed to get the pcb part done, so next meeting we will do the actual 3d model
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QuackX
@QuackX1
📔 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 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 • 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: • 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 • 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) • 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
📔 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 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 • 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: • 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 • 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) • 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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Kaplin86
@Kaplin867+
Day 226 / 365 Yet another day of doing minimal work programming wise. I did a lot of cleaning though. I spent some time on One Turret, attempting to code a simple resizable control container node. Its for the map editor. Its decent. I will try to lock in some more tommorow.
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QuackX
@QuackX1
📔 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: • 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) • 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. • Once you get 1 command working, many more will follow! That’s right, a command line written 100% in Crawssembly code 🔥 View Devlog button
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/e0c313d7-4d49-4233-b93a-5bf71d2a5d52-edf84919-4885-4694-8ca7-0a698e91b9ee.png
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QuackX
@QuackX1
📔 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: • 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) • 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. • Once you get 1 command working, many more will follow! That’s right, a command line written 100% in Crawssembly code 🔥 View Devlog button
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/6e35fa9e-88af-4bac-a678-a1b1a999d554-234924d8-62bc-4788-b935-18a269856eda.png
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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? ☀️ 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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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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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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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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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: • 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
@QuackX1
📔 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
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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). 💡 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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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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ccode900
@ccode9000
I made a Face Tracking Turret that's base is the Hack Pack Mark Rober Turret but with some modifications such as an A.I HuskyLens Vision Sensor. Here is the link to my video demonstration: youtube.com/shorts/…
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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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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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Henry Wauzivuff
@Henry Wauzivuff0
16 July 2026, Thursday, Day 197/365. Jueves *3 DAYS AGO.* Today-3. *5 days until 21 July, Term 3* • Burning stomachache woke me up early while I tried to sleep in :pf: ◦ I believe that the cause for my irritated bowel all this time, is simply my consumption of monster, a swig of which I drank while biking yesterday. • Crashed photos.hackclub.com by trying to upload a 390mb yaoi presentation several times • Application to start a hack club • Tried working on #C0BC47NPFT9 project a bit • I believe I watched a bit of frieren & blue lock ◦ Only up to episode 2 and I can already say, football is NOT this serious vro :sob-pray: ◦ Would recommend watching with a sibling to laugh at the insanity together • Cooked instant wow spageti (instant noodles) with sister, truly some SEA engineering News: • Canada burns.. Enjoyment: 5/10, Productivity: 5/10. Streaks: 1. Coding: yes 2. Art: no 3. Documentation: here it is but late *375 more days.* > you do NOT want to be bottom in the 'bl ranking'
I believe that the cause for my irritated bowel all this time, is simply my consumption of monster
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Kaplin86
@Kaplin867+
Day 196 / 365 Today was basically like yesterday. Except i worked on my steam game One Turret a bit more, getting categories to show up in the ui remake for buildings. I also did some planning for how this update will effectively overhaul the combat. Honestly i might as well call this update the remake-the-game-update rather than the polish-update-plus-final-boss-update. Rather than bullets having simple effects like pierce, homing, scatter, etc. some will also have something called "Unique Effects". For example, the cog item and steampunk bullet would have one where they have increased damage based on how many of the same item are inside the storage for the turret itself. Or I could have one where the turret gains attack speed for a short period of time. etc. just things that allow more than one main bullet to be viable. my previous solution i was going to have this update for that goal was to add a whole bunch of status effects, but honestly this works better. I also helped my friend code a bit! he doesnt code a lot. and he was using scratch. im actually really good at scratch, i have quite the history with it. may or may not have competed in 12 jams that were for scratch games. but thats a story for another time. or google it, its all public. Speaking of googling stuff, aparently my name has the cool "Video game developer" thingamajig on it. According to google, im official now!!!! yeah!!! oh wait actually i just looked it up again nevermind its not there. sigh. atleast i got a cool screenshot while it was there!
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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 “const” and “inline” 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 “cloc” 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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Kaplin86
@Kaplin867+
Day 193 / 365 Hi guys its me kaplin yay!! I dont have much to talk about today lol. Im no longer at the staycation. now im at my house. Im going to get back on that programming grind tommorow. As for today, I mostly watched my friend play a game i got him during steam sale. So yeah thats fun. I REALLY want to lock in on one turret, so thats probably what i will code tommorow!! and i will probably yap about how i love coding!!! so joyous!!!
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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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Kaplin86
@Kaplin867+
Day 183 / 365 3 more days. Anyways today was fun cause i lowkey didnt really do anything productive i dont think. im trying to recall aaaand i dont think i did much of anything. I made the one turret artfight profile! Speaking of one turret, I coded on that game a bit more, and I got the new enemy system to spawn enemies fully!! yay!! well now i have to check all the old enemies code and make sure it still works.
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Kaplin86
@Kaplin867+
Day 181 / 365 Today I think i roughly finished off the workshop form for my club ysws, but I need to do some minor testing and then il be certain. I think I want to code some stuff tommorow. either that or work a lot on my homework stuffs. Anyways I tried making monkey bread again and it actually came out REALLY good!!
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Kaplin86
@Kaplin867+
Day 178 / 365 I had to wake up really early to drive my brother and dad to a swim meet 1 hour away from home :) so hu yeah from like 6 am to 1:30 i was out of the house. then I had to leave for my weekly hack club meeting!! Il be honest it didnt really go that well. We were working on our hackpad projects, but were running into issues with using fusion360. specifically with moving sketches or whatever the 2d thing is called. idk. theres also the fact that they wildly updated the tutorial, so now our stuff is a bit far from what the tutorial says (for example, our pcbs have a lot of empty space, while the pcbs in the tutorial were strictly around the buttons. and the connector bit was directly underneath a button while in ours thats not the case since we didnt know you could do that). so im going to be looking into how to use fusion360, and maybe if theres any other programs we could use that would be more preferred for my club members.
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Henry Wauzivuff
@Henry Wauzivuff0
22 June 2026, Monday, Day 173/365. Lunes. --- Today! Never mind didn't get to send it on time. Yesterday, sent 18:15 hours since. • 4/4-day weekend :wowzers: • I AM wasting my time :tired: • Wrote 21 June's log late :pf: • Code more parts of my slackbot • Wait I might be cooking ◦ Open Meteo API hmm ◦ Slack block kit experiments • HOLY CRAIC KEIR STARMER RESIGNEDD • Birds for some reason (why is bro looking up bird yaoi?) ◦ Fujoshi birds? News: • HOLY CRAIC KEIR STARMER RESIGNED ◦ Goodbye to the first 67 openly gooner prime minister of the UK! ◦ www.aljazeera.com/news/liveblog/2026/6/22/live-uk-pm-keir-starmer-expected-to-announce-his-resignation Enjoyment: 5/10 Productivity: 5/10 Streaks: 1. Coding: yes 2. Art: idk 3. Documentation: this *399 more days.*
All people should think for themselves.
&gt; I search "bird yaoi" Youtube knew exactly what I wanted. Whatever steams your willy bro Oh yeah here's the cover for the princess book I forgot to show
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Kaplin86
@Kaplin867+
Day 167 / 365 Heheh. heheheh guys. guys. if you. if you remove the one. its. its. 6. 7. kyajyaYA so funny right right right (i regret everything). Today was good i liked it a lot. Since its summer im going to be meeting with my hack club more, and we met up today!! yay!! We were originally going to meet at the church at 1 (1 hour than usual), but due to some stuff my two hack clubbers didnt actually have anyone to drive them, and their dad was at work so he couldnt open the church for us. so we instead decided to meet at the library, which took them an hour to get a ride from their oldest sibling since they were out at their part time or something. i think. im going to be frank i dont really know im just guessing lol. anyways. we ended up at the library at 2. We just sat at this one really small table, our laptops making a triangle in the center lol. We worked an hour on our hackpads, designing the pcbs!! as for my godot wild jam submission, I eventually got the custom texture upscaler to a good point, and i also made a working "basic brickbreaker" loop for me to add my weird stuff ontop of!
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pkncoder
@pkncoder2
Here's that diagram for how the program currently interacts with itself. • Anything purple (besides the background) is a temporary connection/file. • Anything green needs re-worked • The "Services" group contains files that are completely static in use, and are accessible globally. It's still a bit messy, but that's partly due to the temporary/need re-worked files. There's a still some spaghetti code due to that. The shader files I do look a lot like spaghetti as well, but that is mostly do to positioning. It's pretty basic, as the ui/ and system/ dirs aren't in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)).
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Kaplin86
@Kaplin867+
Day 166 / 365 I slept in today so intotality i wasnt all that productive lol. Other than some homwork, I did code 2 tracked hours!!! I decided that im going to be doing godot wild jam, but might as well track the hours too and submit to stardance (i should probably ask if thats okay before i fully ship). Anywhom, the theme incase you didnt know is "mutation", and given my brickbreaker / breakout streak, i thought "what if i made a kaplin flavored brickbreaker". this is eerily becoming a trend, since my last few hack club games were "what if i made a kaplin flavored pet sim" (raise a ceiling), "what if i made a kaplin flavored clicker game" (A.V.I.C.G.T.I.T.M) and "what if i made a kaplin flavored autochess game" (Engrams of chaos). Anyways, tangent aside, the game isnt actually that complex and also plays into my recent noita addiction. Basically, you can apply genes onto your very living and sentient ball (the ball will comment on your bad gameplay). Levels get progressively harder with stronger bricks, and you have a limited number of shots each round. Fail to do that, then your run dies. At the end of each round you get funds, so you can either buy a gene or get a "charity gene" for free. You dont actually know what this charity gene is until you equip it, and once you equip it you cant remove it. Those genes are fairly gimmicky, so its meant to be like "Your desperation caused a curveball to be thrown. Maybe you can adapt and make it the best thing ever?" in my 2 hours today i made some simple ball movement and paddle movement. But how on earth is that 2 hours, you ask? Well i also tried making a few things to replicate a visual effect i once saw in mindustry. So in mindustry the sprites are really smooth, evne though if you scale it up in a art editor they actually arent? So without much research i assumed that they were using some sort of shader to make smooth triangles between pixels (i dont think they actually do that, but thats what i assumed). So i tried replicating that with a shader. It failed. So now im coding my own image upscaler that generates triangles between pixels. Its NEARLY done, but has a few tiny bugs here and there. idk theres probably a name for this but im going to pretend im really smart for coding it myself. oh also uh stardance rng i got 882 i love gambling stardance rng day 2 🎲 882 · ranked #50 so far
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Kaplin86
@Kaplin867+
Day 164 / 365 Today was generally cool. Had to wake up early to bring my brother to swim. Then the two of us got some breakfast after at a resturant and it was cool and good. Then i went home, played for an hour, then left again lol. But this time, to a hack club meeting!!!!!!!!!!!! While previously my club was every other week, now that summer has started we are going to every week. Infact, we are actually going to be try doing it a bit sooner than every week. Im planned to meet up with them on tuesday. Anyways, In our meeting today we didnt really do a workshop. Instead, I got them started on hack club stardance ysws!!! Yay!! We were trying to come up with projects to do (i even brought the hack club magazine for inspo) and we eventually decided the 3 of us would make hackpads through the stardance hackpad mission thing. So uh yeah. We got started on that. If i remember correctly, we got the schematic made and next we are to actually make the pcb. But to be honest we were having some issue with hackatime (because im dumb) and we only started using lapse half way through to track time. Its even worse for me since i accidentally stopped my first recording, so i deleted it and made a new one. Oh well! I have a feeling we have plenty more hours left on this project.
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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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Kaplin86
@Kaplin867+
Day 161 / 365: Somehow I did less things than yesterday, and I even woke up earlier than usual!!! raa!!! So yeah my day mostly consisted of: Doing some work on the self paced summer class, doing my chores, and then playing a whole lot of noita. I worked a tad bit on one turret, but it was more of planning stuff. Im going to be recoding how things like ore work. and also going to make it so it can actually generate ore positions without spawning ores at the same time. thats one of the issues with my old code that im fixing in the recode, it has a lot of do-it-at-the-same-time-all-at-once chunks, where functions that DO make sense happening together are FORCED to happen together. Doesnt help that the few times it isnt forced, its based on the name of the root node of the scene... which is really bad godot practice by the way. not good at all. and now that im cooler and smarter and more handsome (not really) i know that i can use exports to easily make scene-specific code changes in godot!!! but yeah most of my day was spent on noita lol. i also got boba. not the best boba in town since theres... well... a better place, but the place i went to was the closest one to the resturant my family went to for dinner. Fun fact: its the same one i mentioned a handful of posts ago (day 146).
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Kaplin86
@Kaplin867+
Day 160 / 365 A few important things for me today. For starters: Deltarune chapter 5 release date got announced, so i cant wait for that. My game router rebellion finally got fully approved for horizons (after 30 days including the reship), so now im comfortable with working on it again. I wasnt comfortable before because it felt like i needed to reship because i added new content since my first ship when i was talking with the reviewer. and to be frank i dont really blame horizons or really anyone involved. hack club seems very busy right now, and last i remember fraud squad (or is it called fraud department? lowkey i dont remember) was going through some stuff or smth i dont pay enough attention. In one turret, im working towards getting the drill building to work. but first i need ores. and to get ores i need maps. and im going to be recoding how maps work. Previously, maps were stored in zips. like it would just dump the images there. But im going to be switching to godot resources as they are more scalable and just easier to work with all around. it will shorten my scripts by a whole bunch. im still slightly on the fence about it, because one of the benifits of the zip is that you can disect maps. maybe i can make a special button somewhere that allows you to export a map as a zip? one way, of course. im not going to add a zip -> resource, that removes the whole point of switching in the first place imo. also played a whole bunch of noita. I got a quality of life mod that allows you to keep track better of where you have been, so now i can properly clear the floors and get all the collectibles without going in circles (cuz going in circles causes you to get attacked by enemies which means you need to beeline to the holy temple to heal which sorta locks you out of that floor until you get to floor 3 in which you can backtrack, which at that point there really isnt anything valuable on the earlier floors). Also tried making some cookies but there was too much dough in the pan so it came out as a large tablet of cookie. the inner parts were still raw though so i took off the edges then rebaked the center... for some reason whenever i try to use this specific type of only-add-egg-and-butter batter it always ends up being a clumpy mess instead of... cookies. the image is the inner portion after i rebaked it.
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Kaplin86
@Kaplin867+
Day 153 / 365 Today was good but... strange. I dont know where all my time went lowkey. Like. I remember sitting at my computer a most of the day like usual, but I dont remember what i really did. I worked on one turret though. I got constructor building working (in specific the "combiner" tile behavior), and even tried a little experiment with a 3-item-combination in a new tile. Previously, it would have been a nightmare to add, but now with the recode its just a simple change in like one json value. I had a call with jared (hack club club operations lead) that went realy good and now I know all i gotta do for my ysws >:) so i will probably be doing that tommorow :) but im going to be real i think the reason i dont remember doing much is due to my issue with like anticipated times. like i will specifically hold off from doing something if i know theres a time where i need to step away from whatever im doing. so i end up just watching youtube until the thing in question happens.
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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: • Code Gen: LLM generates logic to spin up a 4D cloud workspace (3D + time). • Offloading: Heavy orbital mechanics and structural math offload to my custom GPGPU physics engine. • 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: • NASA Maps: Real elevation data in a Three.js frontend. • Atmospheric Clouds: Custom GLSL shaders for dynamic layers. • 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 ...
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GhostYT7582
@GhostYT75820
Today I cleaned up the structure of my code and I implemented 2 new features. One is a whitelist for slack ids (currently stored in ENV but i will be making a command later) and the other is an echo command that does exactly as it says when a whitelisted user runs the command.
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Henry Wauzivuff
@Henry Wauzivuff0
1 June 2026, Monday, Day 152/365. Lunes. --- Today, 20:45 • Sleep • Woke up and down constantly ◦ I had a lot of uhh.. interesting dreams to put it simply. • New deploy workflow for ancient wild ai project • Got new krita brush pack ◦ Default Pen3 works good too • Set 2 new pingwords • Realise Spotify is stalking me :fear: ◦ &gt;Never use spotify, sign up once ◦ &gt;Account somehow doesnt exist ◦ &gt;Open Spotify link for last fm music data ◦ &gt;Gets recommendation for unrelated song ◦ &gt;I listened to unrelated song a lot • Filled my journal with some data of past days • Work on the code for my Robotics project (in google docs) ◦ Good news, I dont need to read/write from an sd card :thumbs-up: • Drew things for design with the brushes • What is this golden Stardance devlog News: • Oh god so much has happened on the slack for the one day I was offline • #C01270P3XFV Read-only • #C0APH2MMHH7 launch • Zach Latta <https://www.youtube.com/shorts/Qd4r3SzDhlw|cameo >in ThePrimeTime (youtuber) Enjoyment: 5/10 Productivity: 7/10 Streaks: 1. Coding: yes 2. Art: yes 3. Documentation: this *420 more days.* If and when, becomes is.
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Henry Wauzivuff
@Henry Wauzivuff0
29 May 2026, Friday, Day 149/365. Viernes. --- Yesterday, +106 minutes • Sleep (in because first class cancelled) • Borrowed a camera for photography assignment over the weekend • Almost skipped another whole hour of class.. • Work appointment • Taught my friend the secret of code blocks and pageless in google docs ◦ As is required by our cursed assignment • Other friend sharing shenanigan plans ◦ :sonimcrine: this is illegal btw • Badminton competition over lunch without eating lunch ◦ Lost 5-15 :skullpray: ◦ How do I counter smash spam bru ◦ :aniqtoohigh: • Drew a portrait as a birthday present for someone • Huddle in #C09H93AKCLA ◦ I got into starboard • Put absolutely anything on my silkscreen because I somehow have all my hackpad parts except the actual pcb News: • COGE • Super El Nino Enjoyment: 5/10 Productivity: 6/10 Streaks: 1. Coding: I made a silkscreen 2. Art: Drew a birthday present 3. Documentation: this *423 more days.*
We are Australia,
We carry the cheese,
We fight for Canberra,
We'll honor Zach Latta.
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glitch_purge
@glitch_purge0
Back to making my family game for Macondo after exams! So far I have finished: 50% of the first game Tic Tac Toe! I have the player turn system and an indicator for the same! Now i just have to make it so my code can detect currently occupied squares and hence check win conditions! I think I'm going to loop through all the squares next to one square and check if 3 in a row matches in any direction (up down left right) to check win. Similar to like a brute force attack you could say on win conditions.
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