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brijeshkumar724282

@brijeshkumar724282

Joined June 18th, 2026

  • 23Devlogs
  • 11Projects
  • 3Ships
  • 48Votes
I am a self taught developer who enjoys coding and making something new.
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4h 31m 48s logged

Finished the menu and most of the review feedback, Since the last post, I have been working mainly on the Menu and a few things : 1. The menu is now in a good shape too. 2.Added a settings popup where you could change sensitivity from. 3.removed the browser alert for results and made a dedicated page for results. 4.Added background music, So actually I used AI to generate the bgm. 5.Made a favicon and added an MIT License.

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5h 11m 22s logged

REBUILDING AND FIXING EVERYTHING. After reading the reviews, I came to a conclusion that My game was hanging on most people’s device, it was more because of uncapped fps as of i think. here are a few things that I did: 1. I removed all the texture packs (made the game heavy and also caused lag for some people). 2. Using whitish color design (Flat colours) and added Grid helper. 3. Made the targets Blue colored and glossy looking. 4. I have already rebuilding the menu, the old one killed the whole gaming vibe (old one was kinda luxury lmao).

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I made a 3D web based Aim trainer in html, css, JS and three.js.
Few of the most challenging parts were funny, adjusting the texture packs evenly among all the walls, adjusting the lightning to make it look right and The aiming mechanism, I was getting tilting issues in the starting, its fixed now.
I am proud of the menu animation and making 2 modes work well.
They just need to know how to click and move their mouse! its so simple.

  • 4 devlogs
  • 17h
  • 1.97x multiplier
  • 33 Stardust
Try project → See source code →
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5h 12m 58s logged

The enviroment and textures are in good shape now, It look right in the game!! The main work that I did since the last time file structuring and organizing files in folders, and removing the code that was crashing my game, and also solved few bugs, like screen freezing. menu.html is now index.html, added features to select and play different game modes using from menu. Only Gridshot and Sixshot are live for v1. I will ship this project v1. I am looking forward to add more game modes and make a seperate page for results.

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3h 39m 35s logged

I have been working on the room and textures. I cant give proper finishing to the textures, they dont look good, so I skipped it for now. I am working on the Menu/Game mode selector. I have implemented smooth scroll to select animation using gsap, and its pretty smooth.

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3h 57m 31s logged

spent most of my time working on the enviroment, the room i mean and optimizing the game a little. So i added 1 boxes each sides to add depth, etc. I had to adjust the sun light and the roof that wasted most of my time. The shadows were pixelated too much so I tried blurring them a little to smooth them out, also added score and accuracy system. I might work on the UI too.

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3h 55m 2s logged

##Devlog 1, BUILDING A WEB BASED AIM TRAINER WRITTEN IN HTML, CSS AND JS
I am building a broswer/web based Aim trainer for competitive games, like aimlabs but entirely written in HTML, CSS, JS and THREE.js.My primary goal was to match the aiming feel of competitive games like Valorant. Because three.js uses vertical field of vieww by default, i had to implement a dynamic conversion formula that would lock the horizontal FOV to 103. I also mapped shooter mouse sensitivity scaled directly into radian angle increaments per mouse count, to make the flick distances fell well and authentic.

for handling movements, I integrated the pointer lock API for raw mouse input that will feel just like any competitive game. I fixed a bug that made the camera tilt sideways and also stopped the screen from flipping upside down when looking up and all. also added a "+" crosshair in the middle. Also built a training room with walls, roofs and floor, and also a little depth. added realisitc sunlight shadow casting.

For testing, I built a 4x3 grid system that keeps three targets active. clicking mouse triggers center screen raycast to detect hits, free up occupied slots, etc. And also added fps counter and removed the fps cap restrictions. The target and aiming system is working fine and its fully responsive.
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I made a fun Shell purely written in c++.

Managing C++ dependencies like the Boost library was hard part for me but I used it anyways.

I am proud of creating standalone executable files for both Linux and Windows. I feel great knowing anyone can just download and run the shell without having to install C++ compilers or extra libraries on their devices.

Testing is super easy! Just head over to the GitHub Releases, download the pre-compiled binary for your system and run it directly in your terminal. No other setups required.

  • 3 devlogs
  • 4h
  • 2.79x multiplier
  • 12 Stardust
Try project → See source code →
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44m 17s logged

DEVLOG #3

Finallyyy!!! First pre-release of Wizard Terminal is here. I was working on standalone compiled file. Its available for windows, Linux, only. As i tried to make one for MACOS but sadly it wasn’t working. Anyways go and check it out!

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2h 36m 12s logged

DEVLOG #2

Made many changes on the wizard terminal this time. The terminal has proper command parsing now. Before this, I was using a string variable only, now using string vector. Now wizard terminal can interact with the files and folders.

Added wipe (clear screen), teleport (navigate directories), reborn (rename file) and summon command is now with better logic, .

Changed the prompt color to green.

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48m 20s logged

Was wondering what should i create, so I decided to make A Custom terminal. I have completed the very basic structure of my wizard Terminal. would be continuing adding more commands. right now, i only have a few(for testing) commands. Would be adding many more.

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17m 34s logged

Codemaxxing - Devlog #4 Worked on Codemaxxing for around 15 minutes today.This session was focused on improving the editor UI and overall user experience. I Replaced the text input with a textarea to better suit code editing, added hover transitions for tabs, making interactions feel more smoother and more polished. Progress was small, but it improved the foundation and usability of the IDE. Next steps: continue refining the editor, improve the UI and animations, add more IDE functionality, work toward the next milestone.

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31m 31s logged

67 OS - Devlog #3 Worked on 67 OS for around 30 minutes today.This session was mostly focused on reviewing the current state of the project, planning upcoming tasks, and exploring ideas for future features. I also spent some time planning Codemaxxing, a new IDE project. Progress was small, but it helped to clarify the next development goals and direction. Next steps: Continue building core functionality Improve project structure, Continue planning and developing CodemaxxingWork toward the next milestone

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56m 28s logged

I have been working on the desktop and done few things and I have completed an app for my 67os “YAPGPT”, this is gonna be ai chat but for things like rizz and brainrot lmao. This OS is gonna be very fun.

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34m 8s logged

so I have started workin on my web based OS, 67os!. I am going to make this as an funny OS. it would be full of memes and brainrots! I have created the loading screen and working on the desktop.

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25m 9s logged

I tried many AI and my best but I couldn’t solve the error, So I rolled back to the previous version :( but don’t worry, In future I think I would try to fix it!

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26m 19s logged

so, my website was so inconsistent, I came to an conclusion that the model I was using had rate limits and all. I had to purchase AI credits with my money and it worked, but the thing was that users can exploit the AI credits by using it massively or something, So then I added rate limits of 20 requests per IP address. The site worked well when i was testing it locally but it crashed when I hosted it to vercel. I think i might need more time to fix this bug.

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