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ARG_Lightning

@ARG_Lightning

Joined July 16th, 2026

  • 13Devlogs
  • 6Projects
  • 5Ships
  • 15Votes
My name is Ayush and I am a sophomore in Highschool in the US. I want to become a Mechanical Engineer in the future.
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2h 9m 36s logged

Today was primarily spent working on the physics engine of the game. The first thing I did was give the spacecraft some more variables like thrust and mass, so we can use physics calculations to give realistic gravity and movement vectors. Later, I implemented the rendering functions for both the earth and moon as well as their respective gravity methods. There were some bugs in how the gravity works as well that I have fixed. Then I realized for some reason that the gravity and movement vectors were a lot more powerful then they were supposed to be. This was due to me applying one second’s gravity and movement vectors instead of one tick’s. One tick in my game is based off the display of the computer which in my case is 1/60th of a second, so it was 60x faster than intended. Another issue encounted includes that my game was significantly laggy when I approached the moon which was the moon’s distance in meters worth of pixels away from earth. I hypothesized that the cause of the lag was the major amount of pixels being loaded, so I scaled down the entire game by a factor of 10 in the distances and scaled the weighted down by a factor of 100 to make the force of gravity the same as SI. Then, I also implemented side thrusters and angular velocity as well as torque and inertia to make turning actual physics instead of just values I determined on the spot which will make more sense for people who are playing my game later. Finally, implemented collision code that stops the game if the spacecraft collides with either the moon or Earth. Thanks for reading! If you guys have any other physics based features that you want me to implement, please comment it down below! I need this project to take more hours :).

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1h 40m 9s logged

I realized how much effort I previously put into one of my project’s Stellar Landing Simulator. This project requires a working spacecraft to simulate the physics engine and actual player’s piece, so I tried implementing what I did for that project from scratch, but I lowkey was making errors I fixed previously, so I just copied all the code from that project into this one. Then, I removed all the extra bloat from those project files that this one had. Those project files has stuff like terrain.js which procedurally generated the moon’s terrain. I have no need for that currently, so I removed that file as well as some extra nonsensical stuff. Additionally, I refactored the codebase to have all the code related to the spacecraft in one singular file called spacecraft.js as this project will entail many different objects and having all the code in one file will make me crazy. Lastly, I updated the spacecraft model from something that was made out of sticks to the current model in the screenshot provided below. I honestly like it pretty well so far. Tomorrow, I lowkey probably will try and implement the actual physics behind it. Thanks for reading! I am always open to suggestions!

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1h 7m 20s logged

Hello everyone, so today I started to set out with the creation of my new project AstroCode. I plan for it to be a web-based site where users are able to create their own code to program a simulated spacecraft to do many cool things and missions as well as a sandbox mode. Today, I was just continuing with the set up with the actual spaceflight simulator section. I plan on starting with developing actual movement and the physics engine before I delve too deep into something I can not handle. Some issues I dealt with was just making some stupid syntax and simple semantic errors, stuff I should no longer be messing up. It’s fine though. I am getting the hang of simulating this again. Tomorrow, I will likely finish up a HUD or the actual planet generation. Thanks for reading! If you have any ideas, I will be happy to read it.

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Ship

Hello everyone! Before we start, I want to say that I should create a devlog, but do not have the 15 minute limit for hackatime. I am in the car currently and working off my laptop instead of my pc. I have previously installed hackatime on my pc, but not my laptop, so some of my work has not registered, so I’m going to act like this is a devlog as well as a ship. I just installed hackatime on this laptop. Let’s get started.

So now, I rebranded the website a little bit. Instead of showcasing the heading, image, and then a paragraph, I made it so the image is the background and the text and background information are floating text-bubbles infront of them. In my opinion, this is significantly cleaner then the other option. Another neat feature I liked, is that you are able to view previous dates of media by altering the date from the calendar date picker.

Overall this was a fun and clean project, which taught me a bit about api retrieval. This project was also so simple I did not have to use any bit of AI except google search. I enjoyed it and learned a bit. Thanks for reading!

The image below showcases my website for the current day.

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36m 27s logged

For this project, I decided I would follow the guide. My website looks slightly wonky compared to the guide because my monitor is huge. I just finished the guide and I learned some interesting stuff. Vite is honestly pretty cool and its interesting to see how you can configure github through your own files within the project directory. For my future goals, I honestly plan to completely alter the css for this project so far. I want it to look more unique. I will finish it and post a devlog soon before shipping it.

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Ship

So this is my personal WebOS. It has a couple cool features and explains a little bit about me, but not as much as my personal site. I guess I can add some more information here, but I will do that for WebOS 2.

Let’s go into some of my thoughts about this project. Honestly, the guide was pretty good, but it resulted in very messy code. I had to sometimes refactor it myself to make it actually readable. Overall though, this project was truly enjoyable because it’s such a unique way to showcase me.

So a little bit about the project itself. A lot of it came straight from the guide, but I did make some cool additions. I honestly love the space theme of this project. I think it’s pretty neat. Also, I was able to integrate one of my previous projects into this WebOS. I created a spaceflight simulator game for another project within Stardance and as it is a simple game hosted on Github pages, it is very easy to integrate using iFrame. I also implemented an active window display on the top bar which I think is alright and it was pretty simple to implement as I just had to create the element and add some logic into pre-existing JavaScript logic.

Overall, this project was mighty fun and I can’t wait to see your guys suggestions. Thanks for reading!

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33m 34s logged

Okay, so I just recently finished integration of my spaceflight simulator game as well as active window displays on the top bar. So spaceflight simulator is another game I have created which is web based for stardance. It is an open-source website hosted on github pages, so I was able to use a simple iFrame tag to display this app. I just used other simple formatting to make the close button and header text. This also means that the game will update if I update the game repository which is another pro to do it this way instead of copying the entire game’s logic into this file. Now lets talk about the active app display. It is a very simple html element in the top bar with basic styling that’s text is altered in script.js within already existing functions. I have functions for opening windows and closing them, so when I open a window I just set the window’s headertext to the active window display. For the close window function I just set it to desktop as the most recent window was just closed. This logic is applied in other functions, but you get the basic idea. Thanks for reading! Try out my OS and give me feedback!

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17m 17s logged

So I just finished refactoring the codebase. First thing first, I removed all extra unecessary parts from the html file which included a lot of bloat from the guide that did absolutely nothing. Secondly, I copied and pasted all the styling that was inline into a style.css file which made it a lot more readable as well as reusable through classes. Lastly in refactoring, I rearranged the JavaScript functions to make sense and made the format a lot more reusable. After I completed refactoring, I adjusted some styling which I was too lazy to implement during the jam guide. It looks pretty nice right now. I probably will implement one real quick window, so then my web os will have 3 windows and then I will add either a feature to my top bar or app dock for a unique experience. Then, I should be ready to ship and get a move on with Web OS 2.

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2h 19m 45s logged

So this is day 1 of working on my Web OS. I just completed my personal site, so this OS will truly just be an expansion of what I already added on that. My thoughts on this project are pretty nice. I enjoy it and it is something completely unique to what I have tried building in the past. The JavaScript integration that is so far implemented in this project is completely new to me. As for the project itself, I have just finished the guide except for the part about apps relating to me. So far, I just made some simple things, but I need to refactor some of this code. It is truly messy and very hard to read. My next goal following refactoring this code is creating a couple apps and shipping it. Thanks for reading so far. I am open to any theme or app ideas. Cya!

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Ship

I made my own personal site. It is pretty mediocre, but this is my first real site without the help of AI. I made game sites before with a canvas, but nothing like this.

I included a decent bit of information about myself including sections such as about me, projects, awards, and my hobbies. I used flex containers to hold a lot of the boring information, but to avoid making it to repetitive, I used an unordered list at the end for my hobbies. The navigation bar also constantly sticks to the top of the screen which I think is pretty dope.

I used only the Google Search AI for quick questions without it giving me entire code snippets.

I had fun with this website and I know it needs improvement, but I need feedback on what that should be. I seem a little lost. It feels like anything I do next is above my skill level. Any suggestions will be appreciated. Thanks for your time.

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3h 2m 24s logged

Today, I started my first actual website build without the help of AI (except for google search AI for quick questions). I learned quite a bit and was able to build this site within 3 hours. It contains four different sections such as about me, projects, hobbies, and my awards. I added some basic information as well as decent styling right now. I developed a color pallete I plan to follow. It does need a lot of work, but I feel like I learned a lot. If any of yall has any feedback, it is much appreciated. I know I have to change some things, but I do not know how or what. Thanks for reading!

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21m 49s logged

Okay, so Sentinel works perfectly well. All commands do not interfere with other apps as well as do their job perfectly. I had some issues with setting up nest, but once I restarted the container, everything went pretty smoothly. The guide was pretty comprehensive and walked through everything pretty well. I had an issue signing into nest though from the terminal. You should use the command ssh @hackclub.app. I think it told me to do something different.

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Ship

So this is Stellar Landing Simulator. It is a very simple, web-based game that is easy to run. You essentially control a spaceship and try to get it to land on the landing zone.

It was a couple nice features that I enjoy. The gravity works radially, so no matter where you are, the ship is pulled into the center of the moon. Also, the terrain is generated randomly and the ship is able to detect collisions pretty well for an object that has a lot of ridges at various heights. Finally, my favorite feature has to be the HUD. We include simple statistics on the left of the screen with color indicators for two different variables: pitch and speed. To get a good landing, the pitch of the spaceship has to be nearly upright and the speed should be less than 2m/s, so when these conditions are met, it turns green. Another thing I love about the HUD is the mini-map. It works pretty well and scales well according to the radius of the moon, so the code can be altered very quickly allowing me to add some-sort of scroll bar later to change the radius of the moon while not having to worry about the mini-map. The mini-map also draws a line from the lander to the center of the moon showing you how to get back to the moon when you are lost.

This was my first project of the sort and I hope you guys enjoy it. Please give me any feedback to improve this, and I am happy to answer any questions.

  • 4 devlogs
  • 4h
  • 4.23x multiplier
  • 18 Stardust
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1h 4m 34s logged

Heads Up Display was just finished being built. Created a drawUI() function which basically calculated a bunch of statistics based off other variables in my code. Then it was drawn in a box on the top left. Two different statistics use color indicators to show when its safe to land. Speed turns green when it is below 2 m/s and pitch turns green when it is between pi/2 +- 0.25 radians which are part of the criteria for a successful landing. Additionally, I found it was helpful to include a minimap as the sandbox did not have limits for where the spaceship can go, so it was easy to get lost. By centering the minimap onto the moon and scaling down proportionally to the scale of the moon’s radius, we ensure an effective way for the user to navigate. We draw a line from the moons center in the minimap to the center of the lander in the minimap creating a way for the user to know which direction they should go down. Finally, I created a README.md file and updated it with information, so now I am ready to deploy Stellar Landing Simulator.

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1h 48m 15s logged

07/21/2026 - Gravity Upgrades / Collisions / Game Phases. Today I spent a good part of my time getting collisions working well between the lander (spaceship) and the moon. Used simple ray casting to determine if the rocket intersected the moon. Then was some gravity upgrades. Previously I just added gravity to the vertical velocity constant so it was very simple and did not always pull the rocket into the moon, so I altered it using something closer to real life where gravitational strength is dependent on the gravitational constant divided by distance between both objects squared (was too lazy to implement false masses of both objects). Lastly fixed some errors in the way the game determines winning. To win, the lander has to arrive at the landing spot with a sub 2 speed and 25 degree landing angle which makes the landing seem more realistic. A Heads Up Display should be viable to create tomorrow.

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