So, I finalized the full interactive telemetry feature set for the terminal. The most important thing that I did in this session was that I implemented an asynchronous text-scramble packet decryption engine with audio-synthesized cipher ticks on hover and initialization.
Also, I Added a three-stage CRT scanline filter controller (HIGH, LOW, OFF) hotkeyed to [V], along with an on-screen tactical HUD action toast for real-time keystroke feedback.
This was probably the most effective one hour that I spent coding. I basically upgraded the terminal with client-side web audio synthesis and a trajectory comparison memory bank. I built procedural audio nodes that synthesize mechanical relay clicks, launch charge sweeps, and impact pings without external audio files.
I also added ghost trajectory logging so operators can record and visually compare up to five distinct ballistic arcs on canvas with live apogee and range comparisons. Also, I added keyboard hotkeys (Space, R, S, C, M) and animated radar sweep beams across the coordinate horizon.
So basically, I got the foundational terminal interface running for my Personal Website. After that, I built a high contrast tactical workstation with 100% vanilla HTML and CSS.
This is the final devlog for the WebOS 1 mission. The station has a voice now i.e. pressing a key at the boot gate runs a real acquisition sequence. Also, Keying the transmitter gives you a blip and forty-three minutes later the acknowledgement comes back as a two-tone chirp, so you can hear the round trip close even with every console shut.
I also rebuilt the oscilloscope after realising it looked wrong for a stupid reason. The phosphor was fading about five times faster than the beam could draw so only a fifth of the trace ever existed at once. Slowing the decay to match the sweep rate fixed it instantly and it now behaves like an actual CRT with the trace dimming behind the beam instead of disappearing.
This is the second update on OWLT.
The clock is running now and the light time mechanic actually works. Type a “VERB” into UPLINK and the command takes 43 mission minutes to reach Jupiter.
None of that 43 minutes is invented. Both bodies are propagated on circular orbits and the separation comes out at 777 million kilometres and dividing by the speed of light gives 43:12. It drifts down by a second every eleven thousand mission seconds because Earth is closing on Jupiter at 27 km/s.
I basically got the shell working today. There are three draggable consoles on a seeded starfield under a fixed instrument rail and a boot gate that holds until you acquire the carrier.
The part that took the longest and was the most difficult was working out the fact that a console shoved off the right edge has to be resized when the window itself resizes.
I spent the last couple of days fixing a lot of bugs and also made some polishes here and there.
Previews were broken till this phase, so I fixed them as well through routing them through a proxy at a declared 1200×630. Also, some more polishes here and there. I do think it is finally ready to ship!!!
Alright, so today was basically making some more fixes and polishing. I completely rebuilt the recipient experience into a true read-only unboxing view. And I kept the interactive wax seal while stripping out editor pickers and replaced collapsed Chrome Android date inputs with a bespoke calendar overlay.
After that, I fixed the near invisible scrollbars in the Keepsake letter template, corrected parchment character counter styling, and revamped exported story cards so that the personal messages take center stage alongside cosmic vitals like Lunar Phase and Solar Revolutions.
Also, I gave the AI rewrite pipeline a massive efficiency boost by trimming max_tokens from 4096 down to 1600 to prevent Groq TPM ceiling throttling, capping server-side output at 600 characters, and tuning temperature to 0.55 for faster, more consistent outputs.
I came across a lot of more bugs that needs fixing, so I am not sure if I can ship it today. Maybe a couple of more days…
Just finished making the Keepsake letter template. The letter experience opens with an interactive envelope scene built using 3D CSS transforms. Like other templates, users can also customize their letters in real time using client-side image carousels and alternate year pickers.
I have also made the AI rewrite feature functional. I also added a 150 word limit and a precise system prompt to optimize token usage. There are some bugs regarding the UI in the mobile view. I will fix those soon
Hey everyone!
Making another update on Skywritten. First of all, I finished the ‘1080×1920 Story Card Exporter’. Basically, when you click Export Story Card, you will get a 1080×1920 high-res PNG tailored for Instagram Stories.
After that, there were some mobile view bugs. I spent some time fixing that and polishing the app. The Storybook template needed a lot of fixes in the mobile view as there were overlapping issues due to the first page being transparent.
Finally, I finished writing the Cloudflare Worker logic for our AI rewrite feature.
Heyyy everyone!
I wanted to make a quick update on Skywritten. The past few days were quite huge for the frontend architecture. We went from a single APOD viewer to a fully modular multi-source app with two distinct presentation shells!
Moreover, the Storybook Template is live. Instead of a continuous scroll, it renders a tactile 3D book using hardware-accelerated CSS rotateY transforms. We can flip pages using on screen controls, left/right keyboard arrows, or touch swipes on mobile.
I also implemented Dynamic Captioning and Narrative Syncing as a quality-of-life improvement.
Working with NASA’s API limits is indeed a hassle. I basically solved NASA API rate limits, eliminated video rendering bugs, and built a fast local lookup table containing every authentic APOD space photo published since June 1995.
Other than that, I had to compress 31 years of astronomical metadata into a dense, minified static asset.
This project will take more time than I thought. But I am excited to implement all of the features I have in mind!
First of all, I built a template router to “lazy load” template styles and scripts on demand. Assets are injected directly into the document head only when triggered, preventing initial DOM bloat.
After that, I integrated zero dependency JavaScript math directly to compute real-time cosmic displacement (kilometers traveled through space since birth) and exact lunar phase illumination.
Finally, I built cosmic-scroll as a template using hardware-accelerated IntersectionObserver reveals (will-change: transform, opacity) for smooth 60fps mobile scrolling, complete with an inline-editable narrative interface.
So basically, I finalized the core architecture and UI foundation for skywritten. After that, I bypassed generic frontend frameworks entirely to build a custom and highly optimized HTML/CSS shell utilizing absolute mathematical resets.
Also completed the raw math for the generative ambient starfield and implementing a deterministic PRNG (cyrb128 + mulberry32) so the visual backdrop remains perfectly mathematically consistent across all devices.
Migrated AeroGlass XAI to a Dedicated Server (Hack Club Nest)
The Nest server uses an aggressive reverse proxy that is currently rate-limiting some of the dynamic JavaScript chunks required to render the heavy Plotly/SHAP visualizations.