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Fedi41

@Fedi41

Joined June 1st, 2026

  • 54Devlogs
  • 4Projects
  • 1Ships
  • 15Votes
Hi! My name is Fedor, and I am a programming enthusiast.
**github** : https://github.com/fedi41/
**hackatime** : https://hackatime.hackclub.com/@Fedi41
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4h 7m 42s logged

sine-drawing tool!

I did varios stuff, an editor, new structure, etc.

Editor

At the time its verryyy simple but I plan to add some more features )

Project structure

I remade the project structure again! Shapes are now like nodes in other game engines, there are path shapes, and some other shapes like ShapeGroup and StyledShape. A PathShape always has a build_path() function, to create the path from harmonics.

New shapes

  • GroupShape (combines multiple shapes into one)
  • StyledShape (sets a ShapeStyle for the passed shape (or shape group))

rendering system

The rendering system is modular, there is a main renderer class, that handles the main logic. And there is a specific renderer (pygame) that does the graphic stuff. The idea is, that it can be easily expanded to render with a different engine.

further plans

  • make a file format for saving harmonics.
  • add an export option to the editor (exports to a file)
  • make a font! (But later ig…)
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1h 41m 56s logged

working on project structure

I’ve been working on better project structure. I added some classes, that make the rendering easier:

  • HarmonicShape
    • the shape, encoded in harmonics
  • RenderStyle
    • stores the color, width and in the future other render propereties.
  • StyledShape
    • the final shape object, that combines the harmonic shape and the render style.
    • will store the animation for the shape (modifies harmonics)
  • HarmonicSprite
    • stores a list of shapes (StyledShape) and handles updates and animations
  • PygameRenderer
    • renders sprites on the screen

Also I added a fft function to later transform points into harmonics. - next i will make a drawing tool, and make an alphabet.

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1h 9m 18s logged

Another side-project :D

recently, I watched some videos about the fourier series, and the fourier transform. One guy even made a game out of it! I got inspired, and started another side-project XD.

Project idea

My idea for this project is to make a simple font and sprite renderer, using the fourier series…

What is a fourier series / transform?

Its the algorithm for spliting any wave into varios sine waves. And if u combine two waves (x and y) you can draw any shape.

Why is it so cool?

  • if you fade the harmonics, you can make transitions between shapes, animate them, and much more.
  • it uses less storage then traditional apps, because it has no big assets (harmonics are tiny). BUT it probably will use more ram, because its computing all the paths live.

At the time I only have this small flower-demo, but later I will add more cool stuff :)

(maybe I will even do a game!)

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2h 10m 5s logged

AI on the pico!!

AI chat app is working!! :yay:

What I did:

  • Made the ui (pretty simple)
  • Added a keyboard for input
  • made some placehgolder functions to send promt and receive them

What AI did for me

  • all the api connection logic (The Mistral.h file)

It was too complicated for me XD…


How I did it:

  • I used the mistral API
  • made a simle app on the picolator for it
  • thats it )

What I will do next ->

  • make so you can enter your own api key (without recompiling)
  • make so u can scroll through long responses

Next ideas for the project…

  • redisign some parts of the ui (I dont like that headings take up so much space)
  • make a paint app
  • ?
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2h 26m 19s logged

Devlog ig

Well this two hours I been trying to make an AI chat app. Meanwhile, I realized, that my custom log system kinda sucks, so I will be just using the classic Serial output for logging, and completly remove my custom logger.

Problems with the logger

  • logs are hard to read (very small)
  • if u enable the log display feature, the rendering gets slower
  • gives no errors, I only know at witch step the program stopped
  • uses much RAM

with serial logging, all of this issues will be fixed. And I can finally see what error it throws! although it doesnt tell much in the error… terminate called after throwing an instance of 'std::out_of_range' what():

And sorry for the long break… I will try to code more now!

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1h 32m 38s logged

Challenge failed XD

I wanted to make this game in 2 days, but I couldn’t finish it because I was really busy this weekend…

And This whole week I also cant code on any of my stardance projects, because I am at a summer-camp…


Although I had less time, I still managed to add some stuff.

Added features

  • world borders
    • now the player cant escape! :yay:
  • updated the player movement.

I am not sure if I will continue working on this project, because as I said, I am very busy at the time. thx for reading btw

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44m 56s logged

Physics and movement

figured out how to make proper collisions and movement. Also added some more fish.

Player movement

the player can move in all 4 directions, to do this, I use the Input.get_vector() function, and apply the force to the RigidBody of the player.
The player can also rotate, so it looks more natural - it also always applies a torque to always face forwards and it uses this messy code XD apply_torque(-(rotation*rotation*rotation) * delta * 1000000)

Enemy fish

at the time the enemy fishes just swim towards you.


Game idea

The game idea is the following - you have a target number you need to collect, each enemy fish has its own random number, that gets added to the current score. To pass to the next level, you need to collect exactly the target score, if you collect more, you loose.

This is my first game in godot btw )

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24m 14s logged

A start into godot

I set up the project, and made a player and an enemy.


This game is just a copy of a game I made in unity, but now in godot.

Recently I was to Horizons Europa, and I made a game in pygame with my team. Almost everyone did a game in godot, so I am trying it out!

I will try to learn the basics by next thuesday!

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1h 9m 52s logged

pico-Stardance :P

Tried rendering the stardance logo on the Picolator )

I actually wanted to work on the AI chat app, but instead of locking in, I just procrastineted and made this :3

But a least it looks cool XD


Btw it took me so long, because I am trying to learn vim, and I am not really good at it )

Well ig see u next devlog

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47m logged

picoFETCH

ig its working )


I added a simple fetch app, simmular to neofetch )
It displays:

  • the board name (on compilation)
  • chip name
  • clock speed
  • free RAM (not prezise)
  • SDK version
  • chip id
  • WiFi connection status

btw this all runs on a simple rpi pico 2w with a diplay )
check out my other devlogs to see what this thing can do

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45m 52s logged

WiFi on the Picolator

I managed to connect WiFi to the pico! The password and the SSID are saved in the flash!

I will update the wifi settings UI someday, It looks horrible XD.


And guess what? I will do a PICOFETCH app next,
So follow along!

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3h 38m 35s logged

Its been very long time… But,

I made some progress on the WiFi-settings!

By progress I mean only the working ui XD. (and keyboard :happi: )

EVERYTHING ELSE JUST DOESNT WORK

a list of things, that need to be fixed:

  • storage sucks
  • wifi sucks
  • ui sucks (it just looks bad)

I will bet trying to fix all of these things in future devlogs so follow along )

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Reposted by @Fedi41

7h 5m 8s logged

JSP

I really enjoy creating and coding shaders and so i started adding some cool effects to the spacecraft editor, didnt really add any new parts but i think that what i added was pretty interesting. I’ve also been working on improving a bit the user experience and making things obvious to use without explaining anything, this is probably the most fun i had doing this project in a while :)

what was added

  • Added “Blueprint” view for your spaceship, watch the video to see what it is! currently very early version tho

  • Added a help window that changes based on the gamemode

  • Added geometry center (blue) and center of mass (yellow) to the spaceship

  • Small fixes to transition between movesets

  • Added a border shader to mark the bounds of the building workspace

  • Added a few icons that really need some improvement

The idea of the blueprint mode is to edit different things from the spaceship, and also to see the different stages of your little ship! more on this later, im not specially creative enough to write a lot today lol

Ill also probably add a dynamic cursor system but idk

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1h 35m 20s logged

Pico-keyboard ?!

So i coded the first simple version of a keyboard for the Picolator


for now, I will use it for the AI chat app (also in development), and for the Wifi configuration. Its currently in development, but in the next devlog I am planning to finish the wifi connection!


btw credits to @eceWire, I was inspired by the keyboard in his project. ))

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Ship

PICOLATOR v2.1 Beta

This is the first ship of my big project: Picolator.

Picolator is a handheld device powered by a Raspberry Pi Pico, running a custom operating system that I wrote from scratch in C++.


🧩 Features

At this stage, Picolator includes:

  • 🎮 PicoDino
    A simple remake of the classic dinosaur runner game.

  • 🖥️ Custom UI Engine
    A lightweight interface system with different blend modes and a modular structure.

  • 🧭 Main Menu System
    An app launcher for navigating between installed applications.

  • ⚙️ Settings App
    A basic settings interface for system configuration.

  • 🎨 Theming Support
    Custom themes based on Tailwind-style color palettes.


🚀 Status

This is an early beta release. More features, apps, and improvements are planned for future updates.

  • 32 devlogs
  • 51h
  • 13.73x multiplier
  • 702 Stardust
Try project → See source code →
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2h 41m 34s logged

The first release )

I finished the demo version of the project! Now I am ready to ship )

features in this release

  • UI system (with theming support)
  • first game (picodino)
  • Settings menu (with modular feature support)
  • custom renderer (built on top of the waveshare library, supports blendmodes)
  • custom input system

the release:

https://github.com/fedi41-prog/picolator2/releases

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7h 4m 35s logged

7 HOURS GONE. WEBSITE DONE (almost).

Well time flies much faster when making websites…


finished the feature menu

I added a feature menu to control the feature manager and toggle features on and off )

  • I also kinda broke the display of the picolator… and thats why -

new displays are coming soon (well I think so) - I am building a second Picolator! (And repairing the old one)


almost forgot the website link 😅: https://fedi41-prog.github.io/picolator2/

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Yipieee so many views ))

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1h 8m 45s logged

PICO-DINO just jumped on a cactus 😭😭

…the PicoDino tries to jump over the EVIL CACTUS, but he lands perfectly on it!

RIP PicoDino 🪦🦖

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But…

Cactus collision is working! 😎

Finally, the dino can’t go through cacti anymore!

Today, I implemented the mask collision )

P.S. - I finally figured out how to add multiple photos 😅

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