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anushkaa

@anushkaa

Joined June 6th, 2026

  • 22Devlogs
  • 6Projects
  • 4Ships
  • 30Votes
working on DigitalDNA rn!
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54m 14s logged

Devlog #3.0 - GitHub Genome

Today’s focus was turning the GitHub Genome analyzer into a real feature by connecting it to GitHub’s API and generating meaningful genome reports from live repo data.

What’s New

  • Connected the GitHub Genome analyzer to GitHub’s public REST API.
  • Added support for both full GitHub repo URLs and owner/ repo input.
  • Retrieved live repo info including metadata, languages, README, and other stats.
  • Created a Genome Health score based on multiple repo metrics.

It’s completely functional and shows real data now!

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3h 48m 39s logged

Devlog #2.0 - Real Data Integration

The focus was making Website Genome analyze real websites instead of faking random data.

What I worked on -

  • Tried the Google PageSpeeds Insights, but the Cloud Console setup was too much friction.
  • Switched to Mozilla’s HTTP Observatory API instead. No key required, returns a real security grade and score.
const endpoint = 'https://observatory-api.mdn.mozilla.net/api/v2/scan?host=' + hostname;
const response = await fetch(endpoint, { method: 'POST' });
const data = await response.json();
  • Added Google’s DNS-over-HTTPS API for extra real data (IP Address, Nameservers, Mail Server, DNSSEC Status)
  • Rebuilt the genes around this real data - Header Security, Test Coverage, DNSSEC, and Mail Security

Website Genome now runs on real, live data. Next up is doing the similar thing for GitHub Genome.

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1h 52m logged

Devlog #1.0 - DigitalDNA [Project Setup]

For this project, I wanted to make something familiar like analyzing a website or a piece of code, and look at it through a different lens. That’s where the idea for DigitalDNA came from.

DigitalDNA is a web application that analyzes digital creations through the metaphor of DNA sequencing. Instead of analyzing biological DNA, it sequences websites, GitHub repos, and source code to generate a ‘genome’ report showing genes, mutations, species, and overall genome health. Think of it as the DNA finder of a website, GitHub repo, or code.

What I’ve done so far -

  • Planned and designed the overall DigitalDNA concept
  • Created the homepage and project structure
  • Designed dedicated analysis pages for - GitHub repos, website urls, and code.
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Ship 💀 Cursed

I built Planet Forge, a browser based planet creation simulator that allows you to customize a planet’s appearance, generated a ‘scientific’ profile, collect unique planet cards, and save favorite planets to a personal archive! It’s built using JS, CSS, and HTML.

The hardest part so far was figuring out how to keep all parts of the simulator synchronized. Whenever a parameters is changed/ random planet is generated, the preview, planet info, collectible card, and archive all need to be updated correctly while keeping the code easy to use.

Before Testing -

Try creating planets using the controls, then use Generate Random Planet to discover new worlds!
Check out the planet information and collectible card update automatically, and save your favorites to the Planet Archive to make sure they’re stored on your device.

I cared a lot about the way the project looked and spent a long time on the CSS, if it feels too bulky or uncomfy, please let me know.

Have fun and play around with the project. I’d love to know your thoughts so let me know of any possible improvements and suggestions! Thank you :D

  • 8 devlogs
  • 8h
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  • 56 Stardust
Try project → See source code →
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1h 4m 14s logged

Devlog #8 - Final Polish and Release

Planet Forge is complete! This final stage was just refining the experience, cleaning up the code, and making sure it’s all ready to ship!

What I worked on

Instead of scrambling to add new features, just forced on improving the overall quality of the simulator. It looks a lot better now with a lot of .css changes that makes it look almost professional! Also put together the final README.

Completed

  • Improved the overall layout/ spacing
  • Refine the interface to be more consistent
  • Added a few animations here and there
  • Fixed minor UI/ response issues
  • Multiple well documented commits to GitHub

Future Plans/ Improvements

  • Additional Customization options for terrain, surface texture, cloud cover, etc.
  • More detailed planet stats
  • Export of Planet Cards as Images
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1h 10m 53s logged

Devlog #7 - Planet Save Feature

Added a button to save your custom made planet.

What’s New

Added a “Save Planet” button under the Planet Card, and a new “Planet Archive” section at the bottom. Added css styling for save button, archive grid, archive cards, and empty state.

Completed

  • A “Save Planet” button that allows you to save with parameters
  • A “Delete” button right under the saved planet
  • A ‘loadArchive()’ that loads the page after saving to read fresh from localStorage rather than trusting the old DOM state
  • Changed some text to lowercase so it looks a bit more friendly
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50m 28s logged

Devlog #6 - Random Planet Generator

What’s been worked on

Added a “Generate Random Planet” button to the Controls panel, clicking it rolls new random values for size, color, atmosphere, moons, rings, all at once, and the sliders/ checkboxes actually move to show the new values! Everything downstream, the preview, the info panel, and planet card, updates automatically since it all reuses the same functions the manual controls already call.

Completed

  • Added a Generate Random Planet button
  • Randomized all current planet customization options
  • Synced controls with generated planet
  • Added a small loading animation and button feedback
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1h 25m 15s logged

Devlog #5

Got the first “collectible” planet update!

Fresh Updates

Added a Planet Card section below the main layout that puts together everything going on with the planet -> name, type, gravity, temperature (avg), atmosphere, habitability, and moon count, into one clean card. Each planet gets a rarity (Common -> Legendary), with a short description.

Completed

  • Added a collectible Planet Card feature
  • Displayed all generated planet info on the card
  • Added rarity levels
  • Generated short planet descriptions
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42m 20s logged

Devlog #4 - Generating Planet Info

Finally it does more than just displaying a shape, you can actually simulate something!

What I’ve Worked On

Built out the Planet Information panel so it actually generates data instead of showing the random placeholder text I had previously added. Every time you tweak any of the controls, the planet gets a new name, type, gravity, temp, atmosphere, and habitability all recalculated based on the current size, color, and atmosphere settings. The rules behind these are pretty straightforward (bluer planets run colder, bigger planets have higher gravity), but it’s enough to make each change lead to a new planet!

Completed

  • Added automatic planet name generation (will work on custom names in next updates)
  • Generated planet types using simple parameter rules
  • Calculated basic gravity values
  • Added estimated temps
  • Displayed some kind of atmospheric composition
  • Added a habitability rating
  • Connected all this info to the existing customization controls
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57m 54s logged

Devlog #3 - Expanding Planet Appearances

Added parameters beyond just size and color to Planet Forge.

What’s New

I added a few more ways to customize the planet’s look, there’s not a toggle for an atmosphere glow, a toggle for rings, and a slider to add up to 3 moons. All these connect straight to the preview, so flipping the checkbox or dragging a slider updates the planet right away. I also make the rings and moons scale and position themselves based on all the changes.

Completed

  • Added an atmosphere toggle
  • Added a planetary ring toggle
  • Added a moon count slider
  • Connected all controls to the live planet preview
  • Improved the overall appearance of the generated planet
  • Tried to simplify the interface
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33m 36s logged

Devlog 02 - Theme Refresh & Basic Controls

Continued working on Planet Forge by improving the overall design and adding the first interactive controls!

Refreshing the Design

I redesigned the interface with a darker and cleaner look by removing the glassmorphism styling. I switched to flat panels with hard edges and thin borders.

Adding the First Controls

Once the layout was finished, I added the first two controls: 1] a slider to adjust the planet’s size and 2] a color picker to change its main color. It updates instantly!

Completed

  • Redesigned the interface with a darker, cleaner appearance
  • Switched to hard-edged panels with thin borders
  • Added a planet size slider
  • Added a planet color picker
  • Connected both controls to the planet preview (for instant viewing)
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46m 9s logged

Devlog #1 - Project Setup

Planet Forge - a browser-based planet creation simulator built with HTML, CSS, and JavaScript.

The idea is to let users create their own planets by customizing different properties, generate a small report about the planet, and collect planet cards.

Setting Up

I created the basic project structure and put together the overall layout with a header, controls panel, planet preview, and information panel.

Completed

  • Created the basic project structure using HTML, CSS, and JavaScript
  • Built the overall page layout
  • Added a header, controls panel, planet preview panel, and information panel
  • Created a rotating placeholder planet
  • Added decorative stars in the background
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Ship

I built a retro futuristic personal website using HTML, CSS, vanilla JavaScript. It includes info about me, my personal projects, my robotics experiences, community work, and contact details, all in a clean simplistic website with few subtle animations.

This project was pretty straightforward, most of my time went into deciding on the design and making sure the layout felt clean and consistent. I’m happy with out it turned out.

Just open the GitHub pages link, you can navigate through different sections and read more about me. I haven’t included any of my personal contacts. I have a lot to refine and work on. All done for now :)

Try project → See source code →
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1h 35m 16s logged

Devlog

Finished building my personal website!

I wanted to make a personal website anyway, so this mission seemed like the perfect excuse to finally do it. I went with a retro-futuristic design using HTML, CSS, and vanilla JavaScript, keeping it simple while adding a few fun interactions and animations.

The site includes sections about me, my projects, robotics, community work, and ways to get in touch. It was a fun way to experiment with a different design style while ending up with something I’ll actually use.

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Ship

I programmed Mission Control, a retro-terminal style personal website where you interact by typing various commands. It includes live weather, NASA’S Astronomy Picture of the Day, search on the web, and a simple locally saved todo list.

I’m happy with how the terminal is easy to use, the commands are working smoothly, with a simple design, and feels like a real command line instead of just looking like one.

I didn’t run into many challenges, the command parser was hard to get to work and connecting the APIs so they returned the right data in the terminal took the most time.

Type ‘help’ to see all the available commands. Try weather , apod, search , and the todo commands to test main features.

Try project → See source code →
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1h 37m 1s logged

Devlog 02 - Building Mission Control

Started building my Stardance project: Mission Control - a retro terminal-style personal website built with HTML, CSS, vanilla JavaScript, and Vite.

The idea is pretty simple: it’s a fake command line interface where you actually type commands into the terminal to do things like search the web, check the weather, view NASA’s Astronomy Picture of the Day, and manage a small todo list.

Building the Interface

I started with a Vite scaffold and the basic terminal HTML already in place, then built everything else on top of it. The terminal uses the VT323 font with the classic green-on-black color scheme to give it that old-school terminal look.

At first I added CRT scanline effects because I thought they looked cool, but after using the site for a bit I realized they just made everything harder to read. I ended up removing them and keeping the design much simpler. Honestly, it looks better this way :)

Making the Terminal Work

The command system works by splitting the user’s input into a command and its arguments before figuring out what to run. I also added command history with the arrow keys, which makes it feel a lot more like a real terminal.

Current commands include:

  • help
  • clear
  • about
  • whoami
  • search <query>
  • weather <city>
  • apod
  • todo add
  • todo list
  • todo remove

Adding Live APIs

The first API I hooked up was the weather command. It uses Open-Meteo to find the city’s coordinates and then fetches the current weather, displaying the temperature and windspeed right in the terminal.

I also added the apod command using NASA’s Astronomy Picture of the Day API. The API key is stored in a .env file, and instead of just returning a link, it displays the image directly in the terminal.

Finally, I added a simple todo system using localStorage, so everything stays saved even after refreshing the page.

Wrapping Up

This is probably the last devlog before I ship. There are still a couple of small things I want to clean up, but it’s finally starting to feel like a complete project :)

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53m 48s logged

Devlog 01 - Setup

Started my 2nd Stardance project: Control Center - a retro terminal-style website built with HTML, CSS, vanilla JavaScript, and Vite.

The idea is a fake sort of command line interface where typing commands does various things like: search the web, fetch weather, display NASA’s Astronomy Picture of the Day, switch themes, and hide a bunch of cool easter eggs.

I’ve done mostly project setup so far. Cleaned up my repo, fixed my .env.example so my real API key isn’t leaked, and wrote a starter README.md. Nothing flashy yet, but gives me a solid foundation before diving into actual development.

Possible planned commands for now

  • help
  • clear
  • search
  • weather
  • apod
  • todo
  • theme
  • matrix
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Ship

Built a hand gesture controlled arcade where you play games using just your webcam!

Three games: Hand Pong, Space Shooter and Snake, each using a different gesture.

Started in Python with OpenCV and MediaPipe, rebuilt in JavaScript so it runs in the browser with no downloads needed. Not the smoothest or best arcade ever but definitely built with a lot of struggle and I’m still working on making it better everyday!

Learned both languages from scratch during this project. The hardest part was getting MediaPipe working in the browser, went through four different CDN links before finding one that worked!

  • 6 devlogs
  • 31h
  • 16.45x multiplier
  • 502 Stardust
Try project → See source code →
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35m 19s logged

Devlog 03 — Fixing, Tuning and Ready to Ship


What I Fixed This Session

Spent this session purely on debugging and tuning. No new features — just making everything feel right.

Snake controls — went through three different control schemes. Tried fist tilt, tried swipe gestures, finally landed on index finger pointing. The snake steers toward wherever your finger is pointing relative to the snake’s head. Tiny finger movements don’t accidentally change direction:

const dist = Math.sqrt(dx*dx + dy*dy)
if (dist > CELL * 3) { 
}

Space Shooter — enemies were spawning too slowly and too late. Fixed spawn timer to start at 999 so enemies appear immediately, and doubled the spawn rate. Waves feel much more intense now.

Instructions — Added the instructions page correctly so anyone can click [I] to understand required gestures.

Mirror flipping — cursor and menu hover were using inconsistent coordinate systems. Unified everything so palmX is flipped once at the source and all games use the same value.


What the Project Is Now

A fully browser-based hand gesture arcade with three games:

  • Hand Pong — palm height controls your paddle
  • Space Shooter — palm position aims, pinch fires
  • Snake — point your index finger to steer

No downloads. No installs. Just a webcam and a browser.


Shipping

Pushing to GitHub Pages today. Anyone with a webcam can play instantly at the live URL.

Finally ready to ship!

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10h 9m 45s logged

Devlog 02 - Rebuilding Gesture Arcade for the Web


The Big Decision

Scrapped the entire Python version and rebuilt from scratch in JavaScript. Python with pygame cannot run in a browser, and without a live demo URL Stardance reviewers can’t try the project. The whole point is gesture control — and that needs a webcam running locally. Only solution was JavaScript. Problem? I had never written it before.


Learning JavaScript from Scratch

Coming from Python the syntax felt familiar but the logic was completely different. Hardest part was MediaPipe. In Python it’s 2 lines:

import mediapipe as mp
hands = mp.solutions.hands.Hands()

In JavaScript it’s a whole async setup that took me forever to get right:

const fs = await FilesetResolver.forVisionTasks(
    "https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/wasm"
)
const hl = await HandLandmarker.createFromOptions(fs, {
    baseOptions: { modelAssetPath: "..." },
    numHands: 1,
    runningMode: "VIDEO"
})

Went through 4 different CDN links before finding one that worked. CORS errors, 404s, wrong module formats — been through everything. Eventually got it working with Skypack.


How the Hand Tracking Works

Every frame the camera captures an image, MediaPipe finds 21 landmark points on your hand, and I calculate useful values from those points:

hand.palmX = (lm[0].x + lm[5].x + lm[9].x + lm[13].x + lm[17].x) / 5
hand.palmY = (lm[0].y + lm[5].y + lm[9].y + lm[13].y + lm[17].y) / 5

const dx = lm[4].x - lm[8].x
const dy = lm[4].y - lm[8].y
hand.pinching = Math.sqrt(dx*dx + dy*dy) < 0.07

const up = [lm[8].y < lm[6].y, lm[12].y < lm[10].y, lm[16].y < lm[14].y, lm[20].y < lm[18].y]
hand.fist = up.every(f => !f)

All 3 games share the same hand object that gets updated every single frame.


Bugs I Ran Into

Mirror flipping — spent ages debugging why the cursor moved the wrong way. Camera captures a mirrored image so moving right makes x go in the -x direction. Fixed by flipping palmX at the source:

hand.palmX = 1 - (lm[0].x + lm[5].x + lm[9].x + lm[13].x + lm[17].x) / 5

CDN failures — MediaPipe’s official CDN kept returning 404. Tried jsdelivr, unpkg, and two others before Skypack worked.

Module type errors — JavaScript modules need type="module" on the script tag otherwise imports don’t work at all.


What Needs Fixing Next

  • Space Shooter — not enough enemies spawning, waves feel too sparse. AI enemies too aggressive, players can’t score enough
  • Hand Cursor — white circle cursor looks too similar to the pong ball, confusing during gameplay. Needs a better indicator
  • GitHub Pages — need to push everything live so there’s an actual demo URL
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