i rewrite some code and remove features like crt visuals and more
i rewrite some code and remove features like crt visuals and more
ARESOS started as a small experiment.
At first, I only wanted to understand how operating systems work and how much of that experience could be recreated inside a browser. What started as a simple idea slowly grew into a desktop environment with applications, a virtual file system, games, utilities, and a custom terminal.
I was curious about how complex software systems are built and how different parts of a system work together.
The first goal was simple:
Once that worked, I started adding more features and the project became much larger than originally planned.
One of the biggest challenges was creating the Virtual File System.
I wanted users to be able to create files and folders that would remain available after refreshing the browser.
Building the filesystem taught me a lot about application state, data structures, and browser storage.
I also wanted ARESOS to include things that were fun to use.
Instead of only building utilities, I created games like:
Creating games without relying heavily on external assets pushed me to learn more about rendering, game loops, and browser graphics.
AI was a useful tool during development, but it was not a magic solution.
Sometimes AI generated useful code.
Sometimes it generated bugs.
Sometimes it broke working features completely.
One of the biggest lessons I learned was when to trust AI suggestions and when to stop, debug the problem myself, and understand what was actually happening.
Through ARESOS I learned about:
More importantly, I learned that building real projects teaches more than following tutorials.
ARESOS is still under active development.
Some parts are complete, some are experimental, and many ideas are still waiting to be built.
My long-term goal is to push ARESOS beyond a browser experiment.
Future plans include:
This project started as an experiment, but it has become one of the biggest projects I have built so far.
Devlog #10 — ARES Math Notes Evolution
Today was focused on transforming ARES Math Notes from a basic drawing canvas into an AI-assisted handwritten mathematics workspace.
What was completed
Replaced the plain dark graph-board experience with a realistic ruled notebook interface.
Added horizontal writing guides and notebook margin styling.
Improved visual readability for handwritten equations and diagrams.
Tested freehand input using the pen system.
Verified recognition workflow using handwritten equations such as:
2 + 2 =
Established the end-to-end flow:
Draw → Capture → Process → Generate solution.
Added structured step-by-step solution rendering.
Solutions now display:
Identified equation
Intermediate calculation steps
Final answer output
Example validation:
2 + 2 = 4
Tested trigonometric expression solving.
Verified AI explanation generation for:
cos(60) + tan(45)
System successfully produced:
Known values
Substitution steps
Final result
Multiple pen colors supported.
Eraser workflow tested.
Stroke rendering validated on notebook canvas.
Conducted experiments using simple sketches and distance-based drawings.
Used hand-drawn objects and directional annotations to evaluate future visual reasoning capabilities.
Implemented visible AI processing feedback.
Added retry/wait state handling when AI requests are temporarily unavailable.
Users now receive clear status information instead of silent failures.
Refined toolbar layout.
Improved solve-action accessibility.
Continued alignment with the ARES desktop operating environment.
Challenges Found
Notebook line rendering requires additional theme optimization for dark mode.
Handwritten recognition accuracy still depends heavily on stroke quality.
Complex diagram understanding is not yet production-ready.
AI rate-limit handling needs further refinement.
Current Status
ARES Math Notes is now functioning as an AI-assisted handwritten mathematics workspace capable of:
Freehand equation input
Step-by-step AI explanations
Scientific expression solving
Notebook-style note-taking
Interactive drawing workflows
ARESOS WebOS Devlog - Retro Synth Upgrades & Feature ReleaseHere is the complete devlog detailing the new features, architecture, and implementations created for ARESOS WebOS.🚀 OverviewWe have transformed ARESOS into a retro-futuristic, high-fidelity experience by integrating custom system-wide visual aesthetics, building standalone retro productivity and entertainment apps, and integrating full economy-driven skins/cosmetic customizers into the core arcade games.📺 1. Retro Screen Aesthetics (CRT & Scanline Filter)A system-wide display modifier mimicking old-school cathode-ray tube (CRT) arcade monitors.Tech Stack: CSS Keyframes + Absolute Viewport Layering + Context Settings Synchronization.Features:Horizontal scanline grids, vignette corner shadowing, and contrast-boosting curves.Subtle monitor flicker animation to enhance realism.Seamless Control: Accessible via the System Settings -> Theme panel, dynamically toggling a layout-wide wrapper in the main WebOS viewport.🎵 2. Cyberpunk Synth Player (Audio Terminal App)A reactive cyberpunk media player integrated with YouTube’s iframe API and a custom local storage library.Features:Dynamic Playlist Manager: Tracks are loaded, updated, and deleted locally via localStorage. Preloaded with high-fidelity streams by Lofi Girl and HOME.Sound-Reactive Greek Math Lyrics visualizer:Translates regular alphabetical letters of active song lines to Greek mathematical symbols (e.g. a -> α, b -> β, e -> ε).Stacks symbols in vertical neon columns reacting directly to simulated frequency bands.Double text overlay displaying translated symbols alongside original English lines.Autoplay Video Monitor: Includes a corner video preview frame which bypasses browser sandbox autoplay blocks.Dual Download Pipeline: A cyberpunk holographic terminal simulating decryption and bitstream packaging, accompanied by a direct external MP3 extraction link.🎨 3. Neon Paint (Pixel Paint App)A classic 8-bit retro pixel editor with full grid operations and paint tools.Features:Adjustable Resolutions: Quick toggle between 16x16, 32x32, and 64x64 grids.Sci-Fi Colors: Neon swatches + native color picker.Toolbox: Pencil (freehand draw), Eraser, and Flood Fill bucket (using a BFS queue traversal algorithm).Export System: Transforms local matrix cells into canvas pixels and exports high-definition .png files.🛸 4. Neon Duel: Ship Cosmetics CustomizerAdding progression mechanics to the 2-player local spaceship battle game.Features:Credits Economy: Players accumulate Cyber-Credits (CR) by participating (+20 CR) or winning (+50 CR) matches.Ship Cosmetics Shop: Modal menu inside the main screen allowing users to buy and equip unique skins: Vaporwave, Matrix, Solar, and Plasma.Dynamic Engine Rendering: Equipped skins feed directly into the game engine initialization, dynamically overriding default spaceship vectors and laser beams.🏎️ 5. Equation Racers: Vehicle Garage ShopAn upgrade to the educational racing game adding vehicle personalization.Features:Coins Wallet Sync: Integrates with SaveManager and the gameplay run analytics.Livery Shop: Buy and equip retro car paint jobs: Cyber Orange, Nebula Purple, Formula Red, and Retro Green.Double-Engine Compatibility: Integrated with both the lightweight 2D Canvas renderer and the high-performance WebGL2 sprite atlas pipeline.
Equation Racers – Major Development ProgressEquation Racers has gone through multiple redesigns and gameplay iterations during development. The project started as a simple racing concept, but after extensive testing I repeatedly adjusted the gameplay, vehicle handling, road systems, and overall game direction to create a more enjoyable experience.More than 12 hours have been invested into development so far. During that time, many files were edited repeatedly, several systems were rewritten, numerous bugs were fixed, and performance was optimized through multiple testing cycles. I also changed the game concept and gameplay mechanics several times before arriving at the current direction.Key ProgressVehicle driving systemLane-based movement mechanicsHighway rendering systemEnvironment and atmosphere improvementsGameplay balancing and testingPerformance optimizationMultiple gameplay and concept redesignsThis project represents many hours of experimentation, iteration, debugging, and refinement. The current version is significantly more advanced than the original prototype and now provides a stable, playable racing experience while establishing a foundation for future features.
🚀 Devlog #7: Pausing Equation Realms and Starting Equation Racers“Sometimes the best decision is knowing when to pause.”Over the past few weeks, development focused on Equation Realms, a large RPG project planned as one of the flagship experiences inside ARESOS.The goal was ambitious: build a procedural RPG world powered by mathematics, equations, and exploration.A lot of progress was made.Completed work included:Procedural world generationChunk loading systemsCombat foundationsEnemy spawningLoot systemsInventory architectureEquipment systemsLandmark generationSettlement planningAsset integrationFrom a technical perspective, the project was moving forward successfully.However, after several rounds of testing and design reviews, an important issue became clear.The game had systems.The game had technology.But the core mathematical gameplay was still not fully defined.Many questions remained unanswered:How should equations affect combat?How should equations affect progression?How should equations affect enemies?How should equations affect exploration?Without clear answers, continuing development risked building large amounts of content around mechanics that might later need to be redesigned.Another challenge was resources.Several planned features still required additional assets, effects, enemy concepts, and visual content before they could be implemented properly.Instead of forcing development forward, I decided to pause Equation Realms temporarily and focus on validating the core mathematical gameplay first.That decision led to a new project:Equation RacersEquation Racers is a smaller and more focused game built around a single idea:Mathematical equations directly change how your vehicle behaves during an endless race.Unlike Equation Realms, the core mechanic can be experienced immediately.This allows faster testing, faster iteration, and much quicker development.The first version will focus on:Endless procedural tracksEquation-based driving stylesFunction fragments and upgradesObstacles and collectiblesRisk-versus-reward gameplayArcade-style progressionMost importantly, Equation Racers will help test mathematical gameplay concepts that may later return to Equation Realms.
Another important realization during this process was that there is no requirement to preserve every prototype, system, or experiment already built.If necessary, Equation Realms can be restarted from the ground up.The purpose of the current prototype was to explore ideas, test systems, identify weaknesses, and better understand what the game should become.That objective has already been achieved.If future development reveals a better direction, a cleaner architecture, or a stronger gameplay foundation, rebuilding parts of the project — or even restarting entirely — remains a valid option.The goal is not to protect old code.The goal is to build the best possible version of Equation Realms.For now, the existing prototype serves as valuable research and a learning platform while development focus shifts toward Equation Racers.
Equation Realms is not cancelled.It’s simply waiting until the right systems, resources, and gameplay ideas are ready.For now, development shifts toward building something smaller, faster, and more focused.Next stop:🏎️ Equation Racers.
🚀 Devlog #6: Reworking the First Impression
“The first thing users see is the boot screen and login screen.”
After testing ARESOS and reviewing feedback, I spent time improving the startup experience of the operating system.
One major issue was that some parts of the interface felt too similar to common AI-generated dashboard designs. The goal was to move toward a cleaner and more believable operating system experience.
Changes made:
One challenge was getting the logo animation right. Early versions looked incomplete during startup and made the logo difficult to recognize. Several iterations were needed before the animation felt natural and readable.
The login screen also went through multiple revisions to balance branding and usability. The final design keeps the logo as the primary focus while making authentication simple and distraction-free.
This update doesn’t add new functionality, but it significantly improves the first impression and overall experience of using ARESOS.
🚀 Devlog #5: Terminal, Archives, and the v2.0 Release
As development continued, I spent most of my time improving the terminal experience.
ARESOS now supports command chaining, pipes, redirection, aliases, environment variables, command history expansion, and a growing collection of filesystem utilities.
I also added ZIP archive support. Files can be archived, extracted, and restored directly from the virtual filesystem through terminal commands.
One of the goals for this release was making the terminal feel more useful rather than simply displaying simulated output. A lot of time went into testing command interactions, filesystem behavior, and archive handling.
With the shell, filesystem, desktop environment, and documentation now in place, ARESOS v2.0 is ready for its first public release.
🚀 Devlog #4: Building the Mission Control Workspace
“An operating system becomes useful when everything works together.”
After building the core desktop environment, I focused on creating a workspace designed specifically for productivity and organization.
ARESOS now includes a collection of integrated tools including Calendar, Todo Manager, Settings, Notification Center, Focus Session controls, and system management panels.
Instead of forcing users to switch between multiple websites and browser tabs, the goal was to create a centralized mission-control experience where scheduling, task tracking, configuration, and daily planning happen inside a single environment.
This was the point where ARESOS stopped feeling like a collection of windows and started feeling like a complete productivity operating system.
“A web operating system needs files.”
Content
ARESOS includes a custom Virtual File System inspired by Unix-like directory structures.
The filesystem is stored entirely inside the browser using localStorage and supports:
Directories
Files
Creation
Deletion
Navigation
Persistent storage
The most interesting part is that Terminal and File Explorer both interact with the same underlying filesystem state.
Creating a folder through Terminal instantly appears inside File Explorer without refreshing the page.
“Window drag and resize in React is easy. Making it feel like a real OS is not.”
Content
One of the biggest challenges was creating a desktop environment that behaves like a real operating system.
ARESOS supports:
Draggable windows
Resizable windows
Minimize animations
Maximize mode
Focus management
Dynamic z-index stacking
Initially, dragging felt sluggish because CSS transitions were conflicting with real-time position updates. The solution was temporarily disabling transitions during drag operations and restoring them afterward.
This dramatically improved responsiveness and made window movement feel much smoother.
“An operating system isn’t a collection of apps. It’s the layer that controls them.”
Created OSContext.tsx as the central operating system kernel.
Every window, process, notification, and desktop state flows through a single source of truth.
Implemented process spawning, window registration, focus management, and desktop state persistence.
Separated OS logic from application logic to keep the architecture modular.
This became the foundation that every other subsystem relies on.
ARES Devlog — Virtual Mother Rover Online
Today I completed the first end-to-end rover pipeline.
Completed:
✅ Backend Ground Server
✅ WebSocket Communication
✅ Frontend Integration
✅ Virtual Mother Rover Simulator
✅ Mission Control Integration
✅ Live Map Integration
✅ Telemetry Integration
The dashboard is now receiving live rover state packets from a simulated Mother Rover.
Current metrics streamed:
• Battery
• Signal Strength
• Temperature
• Speed
• Heading
• Coordinates
Current Architecture:
Virtual Mother Rover
↓
FleetPacket
↓
Backend
↓
WebSocket
↓
Mission Control
Live Map
Telemetry
Next Step:
Create a hardware-compatible Mother Rover Adapter so a real ESP32 rover can replace the simulator without changing frontend code.