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Posts tagged with :github:

ruben-sutton
@ruben-sutton1
i made a personal website for stardance! view here: rubensutton.com github: github.com/code2344/Personal-Website the actual live site is a bit different as i converted it into wordpress (and i'm hosting it on nest) but should be almost identical. i even got a blog on there!
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pkncoder
@pkncoder1
โ€”โ€”โ€”โ€”โ€”โ€“ Devlog XIV โ€”โ€”โ€”โ€”โ€”โ€“ The Planning - The possible NEW NAME??? - The New Project!! > To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). โœจ So What Happened? :camera_with_flash: I havenโ€™t done much pure coding, HOWEVER, I am getting ready for some large-scale rewrites and additions to the code. For what has happened: โ€ข Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasnโ€™t any GPU actions taken place. โ€ข Refactored resource and scene directories โ€ข Re-implemented Application into CMakeLists so I can compile and link that file. โ€ข 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 Iโ€™m going to have to play with it. โค๏ธ Thanks for Reading!!! I might have to take a bit of a break from progress on this project, as I have a website that Iโ€™m making for my local fire dept. (look out for a new stardance project)! Iโ€™m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the โ€œTo recap section on my devlogs, and the landing page). Iโ€™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
@QuackX2
๐Ÿ“” 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: โ€ข 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! โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž Github: github.com/Jonah-Crawford/Crawssemblyโ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž Crawssembly Online: crawssembly.ultimatecraw.xyz/โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž โ€Ž Crawssembly Docs: docs-crawssembly.ultimatecraw.xyz โ€ข Iโ€™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 youโ€™re signed into CPM and gh, itโ€™ll just work โ€ข Iโ€™ve added Markdown support for CPM packages ๐Ÿ”ฅ Next Steps: โ€ข Once you get 1 command working, many more will follow! Thatโ€™s right, a command line written 100% in Crawssembly code ๐Ÿ”ฅ โ€ข Iโ€™ve decided to add a heap library to complement the stack library. Doing this should make my next idea easier โ€ข This is also my official announcement that Iโ€™ll be doing much less programming, due to summer holiday starting now. This is because I canโ€™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
@pkncoder1
Devlog XIII Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one > To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ๐Ÿ’ก 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. โœจ 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: โ€ข Caching based on a string key (slow) โ€ข 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. โŒ 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" โค๏ธ Thanks for reading!! โ˜€๏ธ 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
@pkncoder1
โ€”โ€”โ€”โ€”โ€”โ€“ Devlog XII โ€”โ€”โ€”โ€”โ€”โ€“ I havenโ€™t done as much programing recently, but yesterday I wanted to finish what I needed to do quickly, as it wouldnโ€™t take that long. > 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). ๐ŸŽฏ 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 isnโ€™t exactly what the standard for a UUID is, as it isnโ€™t alphanumeric, but I think for now 18.4 quintillion ids are just fine. โฌ†๏ธ What Next?? Now that Iโ€™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. โค๏ธ Thanks for reading Github repo: github.com/pkncoder/Engine Project landing page: pkncoder.github.io/Engine
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pkncoder
@pkncoder1
----------------- Devlog XI ----------------- I haven't been programming as much, as marching band ๐ŸŽบ 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:/โ€ฆ/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* โ€ข France vs England, England wow โ€ข HOLY LOCK IN! Caught up with almost the ENTIRETY of last week's logs here. โ€ข Begun working for my #C0AV4TR1K5K project! :pf: โ—ฆ I should also work on studying for my robotics test worth 60% of my grade this Wednesday :pf: โ€ข Drew a thing for my font! โ€ข 9 People. #C0B4WPB36F8. The Lighthouse. News: โ€ข France vs England with England winning (for third place) โ€ข Day 200/365 :shocked: โ€ข 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.* > 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 Soonโ„ข๏ธ - 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/โ€ฆ/FreeBlock
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WillKuntze
@WillKuntze0
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pkncoder
@pkncoder1
โ€”โ€”โ€”โ€”โ€”โ€“ Devlog X โ€”โ€”โ€”โ€”โ€”โ€“ Iโ€™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 โ€œconstโ€ and โ€œinlineโ€ 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 havenโ€™t been adding new things for a while. Now that Iโ€™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 โ€œclocโ€ 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 Thatโ€™s all that Iโ€™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
@pkncoder1
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 ๐Ÿ˜ญ 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: <https://g|https://>pkncoder.github.io/Engine
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pkncoder
@pkncoder1
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 ๐Ÿฅž. 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.
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/f69422b7-b02f-45d0-a6d5-c2b76e59331a-image.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/d4b07221-d0a0-4666-8f71-5094afd0f2af-a0b11b03-877b-4e5b-9125-176ef3b8247f.png
js emoji๐Ÿš€summer-of-making emojigoose-honk-technologist emojigithub emoji
pkncoder
@pkncoder1
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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summer-of-making emoji๐Ÿšขblender emojigithub 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 โ€ข block apps, short form videos, websites โ€ข count how many reels/shorts you scroll โ€ข many more (idk too long to paste here) All Free and Open Source! Star the project or learn how it works: <https://n|https://>github.com/nethical6/curbox website: <https://g|https://>curbox.app/install-android (sorry for the poor video quality :broken-fart: )
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/97cd5e06-a284-46d3-865c-020211e51d0e-16ecce9c-7eb8-4d3a-8dad-adbe1d4fd711.png
spring-of-making emoji๐Ÿšขgithub emojiinstagram emojiyay emojiupvote emoji
pkncoder
@pkncoder1
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!
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/b9b90025-2b78-4c46-8c6e-2e3d467eb942-2026-06-19_00-40-47.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/2ac6febc-5c7e-4dcb-9797-ccea8a75d6cb-2026-06-19_00-39-43.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/a85c63fb-8eae-48e9-bbb2-2d61bd6c8d73-2026-06-19_01-34-41.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/335739ae-ed62-4ffb-b894-14fce751e4e4-2026-06-19_00-58-06.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/d4e730de-fde0-43a5-953d-633bfb682a1b-2026-06-19_01-29-43.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/a7c1743f-1934-4588-9823-a6fe10028752-daae3570-97cb-4e72-a9fd-b1b64754bded.png
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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 emoji๐Ÿšขgithub emoji๐Ÿ”ฅ
td3
@td30
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github emojiyay emojispring-of-making emoji
hello.adityano
@hello.adityano0
Hey everyone! ๐Ÿ‘‹ 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 โ€” 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.
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/8d7d1420-0244-4314-ad12-9ee84029cb5b-787243dd-8cc5-4e56-b4ac-ed5d61e81d7a.png
๐Ÿš€github emojiupvote emojithinking emojiultrafastparrot 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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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:
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/66dbf363-5e5f-4d33-8767-0e89500009ae-group_1.webp
spring-of-making emoji๐Ÿšขslack emojipython emoji๐Ÿ”ฅ๐Ÿค–github emojihackclub emoji
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
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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: โ€ข Code Gen: LLM generates logic to spin up a 4D cloud workspace (3D + time). โ€ข Offloading: Heavy orbital mechanics and structural math offload to my custom GPGPU physics engine. โ€ข 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: โ€ข NASA Maps: Real elevation data in a Three.js frontend. โ€ข Atmospheric Clouds: Custom GLSL shaders for dynamic layers. โ€ข 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
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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.
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/0ec351b4-2306-492e-b990-345b98f16370-screenshot_2026-06-02_at_9.28.18___am.png
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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
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/6776c418-ded0-4900-abd2-07c8afdcb25d-image.png
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mileswk
@mileswk0
Nothing too much today. Worked on mileswk.github.io/mileswkv11, specifically the project section. Next I am going to work on a theme changer before continuing on the frontend content, as the more css I write now, the more I have to change in the future
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/49103b72-aba7-4136-b32b-55c9d5a49246-image.png
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stephanietanexist
@stephanietanexist0
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/c5e783c2-545f-4cbe-b8ff-0f5e14fa71fb-screenshot_2026-05-20_204241.png
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GhostYT7582
@GhostYT75820
github emojispring-of-making emoji
GhostYT7582
@GhostYT75820
Today I wrote SeerrBot. Its a discord bot that controls movie and tv requests for a local homelab media setup using the Seerr API and Discord.py github.com/GhostService/SeerrBot
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/42063f01-3351-4c40-bdca-84f256e83e0b-screenshot_2026-05-16_at_2.04.27___pm.pnghttps://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/2c80ddec-0f7f-4ae0-a660-933d4ee3bcae-3bb512fc-8ac6-4b16-998e-a1268800abd2.png
๐Ÿ“ฝ๏ธspring-of-making emojigithub emojidiscord emoji๐Ÿ–‹๏ธ๐Ÿค–
revi
@revi0
you've seen the lanyard.cnrad.dev discord status embed generator thing. its cool, you can embed your discord profile into your website. yay! but what about your hackclub slack profile..? to my knowledge nobody made such a thing yet... hi! i made slacktivity!! its a slack bot (hello @slacktivityspy )/api that lets you generate live svgs/pngs of your profile, and supports embedding everywhere!! even in this very slack post (although slack cdn caching wont make the preview live-updated unless you click on it) heres the github, the api docs are in there somewhere. to get started, you can try /slacktivity-help and /slacktivity-register, then /slacktivity-preview!! hope you have fun using it, i definitely had fun making it. 14h 25m acc. to hackatime as of post! made for #C07UZSKJQRX, with <3 from @revi & the Icarus Alliance (+ Kai) (p.s. its hosted on nest, so it may be kinda slow. apawlogies!!)
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/c7f6369c-d44f-459d-a8ca-d98f52d30a55-c505dfbf-eb85-43c6-b9d5-1d6913e0d880.png
๐Ÿšขspring-of-making emojislack emojigithub emoji๐Ÿ”ฅdiscord emoji๐Ÿค–nest emojiyay emojicooll-dino emoji
zeankun.dev
@zeankun.dev0
this was supposed to be an overdrive original game i made back in february, but i decided to continue it anyways. anyways, here I present: Countless Reigns (OBT 1) link: play.unity.com/en/games/d9ec14c7-67b6-46a6-a385-0d44966fe5d9/countless-reigns-obt-beta game asset and code (everything): github.com/zeankundev/CountlessReigns (requires Unity 6) controls are really intuitive, though, just like you would on LoL. โ€ข RMB to move โ€ข LMB to attack โ€ข L to toggle camera lock credits: โ€ข programmer: me โ€ข pixel art & game assets: me โ€ข narrator & Jasu VA: me โ€ข music and SFX: Pianomations, Pixabay โš ๏ธ for mobile users: there are no official mobile ports yet. while you can play it on mobile, it often requires a mouse to be plugged in! โš ๏ธ you must click the canvas before playing the game, there is a known bug that won't launch the game or hide the intro, will fix it soon โš ๏ธ this game is _UNFINISHED!_ expect bugs and incomplete features & mechanics. if this bothers you, you may make a PR/issue feedbacks are welcome (reply this thread pls). thanks, and have fun
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๐ŸŽฎspring-of-making emoji๐Ÿšขgithub emojigoose-honk-technologist emoji๐Ÿ›
omnimistic
@omnimistic0
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lowpolyphosphorus
@lowpolyphosphorus0
shipped aretheyhacking! a slack bot that watches for @mentions and checks if that person is currently busy hacking on hackatime and lets you know, if they are it replies in thread with their project, language, editor and how long they've been coding today. built with slack bolt + hackatime oauth so everyone links their own account by running /register. repo
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/02514454-2afa-475a-b7a6-d0910adab025-62d65dfe-47de-46c2-8a24-47a3667396a3.png
slack emojispring-of-making emoji๐Ÿค–github emojideeter-pog-wow emoji
Akaalroop
@Akaalroop0
You! You're a human right? So you probably don't need this project, but maybe some apps that you built do! Iโ€™m Akaalroop and Iโ€™veโ€ฆ never touched or built a backend in my life but I like Rust, so I decided to try it out! I built an API which converts words: like โ€œseven hundred and forty-threeโ€ to numbers your app can use, like 743! As you can imagine the logic for doing that isn't too difficult, but it was the API itself that took most of the time. Setting up a parser, receiving requests, returning errors or responses, dealing with incorrect data, etc. All without a single framework or parser library used! And I used no AI either! It was a challenge but I'm proud of myself. So I hope you enjoy v1.0.0 and give it a try! GitHub Demo Flavourtown
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/26377889-72f2-4d69-a2ce-ff4dd6244f1e-88e97d9d-1bca-4703-b0c6-c4df6fb2963a.png
๐Ÿšขflavortown emojiyay emojirustlang emojispring-of-making emojigithub emoji
ingobeans
@ingobeans0
COWBOY TOWER !! :yay: its an action platformer hwere YOU are cowboy. you need to climb the tower and defeat bosses to reach the top! there's three different worlds, lasso swinging, horses that defy physics, and moreeeee!!! all waiting for you in cowboy tower!! check it out!! made in Rust for flavortown in >100 hours :3c: itch link: gnarmi.itch.io/cowboy-tower repo: github.com/ingobeans/cowboy-tower
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/bec1fd11-cb06-4260-9760-e7a1e005928d-5bf46d72-ebcd-45fb-8b93-0f04b21980c9.png
spring-of-making emoji๐Ÿšขrustlang emojigithub emojiflavortown emojiyay emojidinowow emoji
lowpolyphosphorus
@lowpolyphosphorus0
built a slack bot that turns strudel patterns into playable links! type /strudel followed by any strudel code and it spits back a link that opens straight in the strudel REPL ready to play and share ๐ŸŽต wanna try it? head to #C0B0T939HNU! repo: github.com/LowPolyPhosphorus/slack-strudel-bot
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/1aefd1f3-c8b8-40d3-9eaf-b7854b4f22d3-4992ae7a-ebf7-4064-8bd1-dec59f90861f.png
spring-of-making emojislack emojigithub emoji๐Ÿค–replit emojigoose-honk-technologist emoji
Kaplin86
@Kaplin867+
Day 116 / 365 Today I locked in quite a bit. Since its been a while since I worked on that modpack stuff, I started working on that again. I was starting to feel bad from not contributing, given that its entirely a team effort. I also applied for hack club stardance ambassador. In this role you put up posters and host meetups locally for the upcoming stardance program. I applied since I can drive, and plus I love hack club!!!!!!!!!!!!!!!!! Im also considering on starting my horizons project. Ive been thinking about some really cool world building, but I also wonder if im perhaps biting off more than i can chew... oh well! speaking of biting and chewing i also got to try some limited time krispy kreme donuts that go away soon it was really yummy wow. and and and and i ALSO got some cool github stuff from haxmas.
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spring-of-making emojigithub emojihackclub emojicooll-dino emojithinking emojigoose-honk-technologist emoji
KarthickArun
@KarthickArun0
been hacking on opencitation this weekend โ€” it's a citation manager with a full wikipedia 2005 aesthetic (yes, the blue links, the serif font, the whole thing). today: ripped out the "navigate to a new page to add a citation" flow and replaced it with a modal that pops up right on your list. also set up github actions with claude as the code reviewer on every PR, which feels a little recursive. stack is next.js + dynamodb + electron for desktop ๐Ÿ—‚
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revi
@revi0
okay but what if i revived this on day 112? okay big update not much has happened except for a few emotional problems i got NOTHING done except make a linux-wallpaperengine gui for MY specific rice (as well as for hyprpaper/awww/swww users) at github.com/kaemori/motionpaper i also tried making an ai for ultrakill, failed, got an idea for a second iteration but never did it... +1 to dead projects list (count: 17) tried to make an extremely compact way to store a minecraft-like world, ended up with quite the elegant solution, but gave up half way trying to project it... +1 to dead projects list (count: 18) went to audition for the school concert, played the drums so well even one of the teacher in charge (who never spoke once in the 7 other groups we watched) told me my drumming was excellent!!! i got an oculus quest 2 for a bargain and i can finally be a silly animal on the internet. the pipeline shall grow one of my friends apparently has like an infinite hardware stash or something and i left his room with +2 microbits, +1 arduino uno, +1 arduino mega, +1 small oled screen, +1 whatever i lost count i pissed off 3 people i learnt that i may or may not have bpd PHYSICS IS CONSUMING ME ALIVE OH MY GOD im actually getting started on my LABMAPS project i learnt RUST (just a bit) i got a second monitor and last but not least silly goober (vrchat my beloved) p.s. i think im actually going to post daily now. i know this because for every day i miss without a valid reason i owe jay one (1) can of redbull
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spring-of-making emojiminecraft emojigithub emojihardware emoji๐ŸŽ’rustlang emojiquests emojithinking emojilinux emojiโค๏ธ
@ArmadilloMike0
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Nyx
@Nyx0
spring-of-making emojigithub emoji
PixelSaver-U0498TGUX0B
@PixelSaver-U0498TGUX0B0
Officially Day 103 Personally Day 17 Finally got an ending to this damned game that's robbed me of my motivation. It's such a mess code wise and there's some bugs that only happen sometimes... But It's cool tho!! github.com/pixelsaver/neonic pixelsaver.itch.io/neonic
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