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DP

@DP

Joined June 1st, 2026

  • 8Devlogs
  • 5Projects
  • 2Ships
  • 30Votes
I am a student who loves building things and coding stuff
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4h 10m 18s logged

AeroSim! Update 2!
At the moment I had to learn some CSS. I’m not the best and that part, only reason why it isn’t really that much code, but it is a lot of time just cause of trial and error. The style for the AeroSim is a just different blues and it kind of looks like OnShape it has the 3D plane in the middle of it and the sides just have the things that you can change stuff. You can change viscosity and the pressure. What I am going to do is to work on the JS part which is the worse part probably and I haven’t even typed a character in there so basically everything that I have coded relies on the JS and if that doesn’t work in the end. I’m cooked. This will take a good amount of time so well, ya, happy coding and trial and error.

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3h 2m 31s logged

AeroSim!

This is a wind tunnel simulator that will hopefully run on GitHub pages. In the screenshot down below, I am currently working on the HTML portion and will soon transition to the JS and CSS part after I finish. The reason for why I was interested in doing this project was because I really like Aerospace and I thought it would be a neat idea to create this project. What it includes: you can import CAD models into the website to then import your own CAD models to try it out, it comes preset with a NACA (yes NACA not NASA) airfoil so you can see how it works. This airfoil is optimized to maximize the amount of lift that can be created and decrease the amount of drag. The website also has different fluids and at different pressure levels (sea and high alt). From this the simulator will derive lift, drag, lift coefficient and drag coefficient. Later I also might make it get lift to drag ratio, but you can simply do that by doing lift by drag (lift/drag). So yes, this is how much I have done, and I am yet to the JS and CSS.

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Ship

I made a flappy bird game, and I made some changes to it including the addition of new colors and the addition of a better-looking bird and especially the physics, most people commented on the physics, and I finally have fixed that part. I hope you like the better version/v2 of this game! Not the best at the game as you can see, my best is 43, try beating it!

  • 1 devlog
  • 0h
  • 9.86x multiplier
  • 4 Stardust
Try project → See source code →
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27m 12s logged

Finally I read through peoples replies and feedback and I already knew the problem was gonna be with the gravity and flap strength, so after fixing that and also making the bird look a little better, I am finally done with this. Hopefully!

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1h 31m 24s logged

ROBOTIC ARM: UPDATE Sorry for not posting for a long time
What have I done?
I have started to print some of the parts in PETG and PLA, I have mainly printed the base where it holds the motor and the whole arm, I’ve printed the shoulder and the arm itself. I still have to put it together. Also, I have finished the electronics, and it works I even tested it. No magic smoke!
What am I doing

  1. Hardware
  • Still working on the servo gripper made a design but I didn’t really like it, so I changed it to something else but still haven’t printed it out
  1. Electrical
  • Finished coding and wiring two of the four drivers yet to code the next two the TB6600, and the other DRVI do have to get more jumper wire since I don’t have a lot left and the good this is, it finally work and I am working on a schematic in KiCad so I can post it on GitHub for people to see my wiring, and stuff.
  1. Software
  • I have started the coding part of it mainly tests just to make sure the arm moves and doesn’t start tweaking out.
  • I have to add the cad to the GitHub so you guys can see, it’s not the best cad modelling but I’m happy with it since this is my first big project.

What am I yet to do?
I want to add inverse kinematics, though this is a simple and fun project I really want to add this since this would be an amazing thing to add to my project. I have started to learn about rotation and transformation matrices which would greatly help me, I would like to also create an online web visualizer in where it has a 3D plane where the arm is.

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37m 5s logged

ROBOTIC ARM
What have I done?
I have already 3D modeled most of the parts including the base, and multiple iterations of the arm and elbow. I have bought all the components including the NEMA 23 motor and the NEMA 17 motors.

What am I doing?

  1. Hardware
  • I am finishing the modelling of the gripper for the servo and the TPU tabs to allow for the gripper to actually grip things
  1. Electrical
  • I am doing the wiring for the drivers but I need to get some more wires because I don’t have enough at the moment.
  • I am using a DC power supply for the arm, I am supplying around 24 volts for all the motors, I prob might have to supply just a little more because of wire resistance and since all of them are being powered by one input and 4 outputs.
  • The drivers I am using are the DRV8825, these are used for the 17s and TB6600 for the 23, the 23 likes the TB660 better than the DRV8825 so I’m using the TB6600
  1. Software
  • I haven’t started the coding yet, but I will
  • All the cad is modeled on OnShape

What am I yet to do?
I am yet to start the coding; this will be done in C++ coded on VScode then copy paste into Arduino IDE to upload the code to the ESP32. Soon I will start to 3D print everything, mostly in PLA but things that carry or bear weight will probably be done in PETG so it will be stronger.

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I made a Flappy bird game and in this I tried to make it better and look nicer up to my coding knowledge. The hardest part was mainly the tkinter, I wanted to use this so I could learn more about this 3D graphics and stuff.

  • 3 devlogs
  • 6h
  • 1.94x multiplier
  • 11 Stardust
Try project → See source code →
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30m 54s logged

We have officially reached the finish line for Iteration 2 of Flappy Bird! The final phase of this sprint was all about pushing the visual aesthetic to a premium arcade standard and overcoming the hurdle of accessibility. Instead of relying on flat, basic shapes, I completely overhauled the rendering logic to introduce true geometric depth. By utilizing advanced vector layering, drop shadows, and gloss highlights directly on the canvas, the bird now sports a vibrant 3D spherical look. The obstacles received a massive upgrade as well; the pipes are now modeled with authentic wide rim caps and custom gradient shading to mimic the nostalgic look of classic arcade games. Players can also fully personalize their experience right from the start menu using interactive on-screen buttons to swap between multiple sky themes like pink, light blue, and midnight black.The biggest breakthrough of this update, however, was figuring out how to bring this desktop application into the modern web ecosystem. Moving away from local Python execution, the project was successfully migrated onto a web framework using a Python Flask backend paired with an HTML5 Canvas frontend. This transition allows the game loop to execute flawlessly at a locked 60 frames per second right inside any web browser, eliminating lag and making the game instantly playable via a single cloud link. With precision collision boundaries fully locked down, dynamic acceleration curves scaling the difficulty every three points, and the live link officially deployed on Replit, the game is polished, optimized, and ready for the world to play. Time to ship it!

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3h 35m 32s logged

The primary milestone of this development cycle was transforming a loose, functional prototype into a structured, scalable application using Object-Oriented Programming (OOP). By encapsulating all game states—such as scores, velocities, and tracking arrays—inside a master FlappyBirdGame class, the architecture became self-contained, eliminating the risk of global variable pollution. A critical part of this refactoring involved dismantling the splintered, independent. after () loops that separately ran gravity, pipe movement, and scoring. These were consolidated into a single unified game_loop running at approximately 60 frames per second (~16ms). This master clock synchronizes all physics updates and collision checks simultaneously, removing the erratic micro-stutters from the previous version and delivering a noticeably smoother gameplay experience. In addition to structural overhaul, several game-breaking bugs and interface oversights were resolved. The disruptive terminal-based color input was entirely removed, replaced by an integrated canvas menu featuring clickable native tk.Frame buttons for interactive background selection. To fix an instant-death bug where the bird would plunge into the ground the millisecond the game started, an initial upward velocity pulse (FLAP_STRENGTH) was injected straight into the start sequence, giving the player immediate buoyancy and reaction time. Critical syntax errors were also squashed, including a casing typo that turned tk.Frame into an invalid lowercase property, and a keybind mismatch that wrongly mapped the “P” key to a non-existent method instead of the intended toggle_pause function.Finally, core mechanics were tuned to match genuine arcade standards. The superficial timer-based score keeper was abandoned; instead, pipes are now generated with unique geometric tags so that points are only awarded when the bird’s trailing horizontal boundary completely clears the obstacle. A ceiling boundary collision check (b_y1 <= 0) was added to close a loophole where players could fly off-screen to bypass pipes entirely. To keep the gameplay loop engaging, a difficulty scaling mechanic was implemented to speed up the incoming pipes by 1.5 pixels every 3 points, while a session-wide high score counter was added to track and display the player’s best run. The iteration concludes with a polished game loop, stable crash boundaries, and a foundation ready for external asset implementation.

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