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neon

@neon

Joined May 31st, 2026

  • 1Devlogs
  • 4Projects
  • 0Ships
  • 0Votes
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Reposted by @neon

17m 5s logged

I created a program that scans the Hackclub/DNS repository, including its forks, to look for new entries or updates.
(Also i think i have the first devlog of stardance) (not the first, but the second)

I created a program that scans the Hackclub/DNS repository, including its forks, to look for new entries or updates.
(Also i think i have the first devlog of stardance) (not the first, but the second)

Replying to @Fantamomo

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holy cool

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5h 33m 50s logged

Devlog #1

I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad.
It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application.
To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!

holy cool

Replying to @neon

2
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Reposted by @neon

34m 6s logged

How “Draw a Perfect Star” actually calculates accuracy

The goal of this system is not to “recognise” a star visually. It turns both your drawing and a perfect star into comparable point data, then measures how far apart they are.

This makes scoring fast, deterministic, and surprisingly stable.

Input capture

While you draw, the app records raw mouse positions:

path = [(x1, y1), (x2, y2), etc etc]

This data is noisy and depends heavily on speed and polling/sampling rate.

Resampling

The stroke is converted into a fixed number of evenly spaced points (120).

This removes:

  • drawing speed differences

  • uneven mouse sampling

Now every drawing has a consistent structure.

Normalisation

The shape is transformed so comparison is fair:

  • centred around (0, 0)

  • scaled so max radius = 1

This removes position/size- only shape remains.

Reference star

A perfect 5-pointed star is generated mathematically using polar coordinates and sine-based radius switching.

It is also sampled into 120 points so it matches the user format.

Comparison

Each user point is compared directly to the corresponding star point-

error += distance(user[i], star[i])

This produces an average geometric deviation across the full shape.

Scoring

Final score is computed as:

score = 100 - error * 120

Then clamped between 0 and 100.

Summary

The system works by converting both shapes into normalized point sequences and measuring their geometric distance.

How “Draw a Perfect Star” actually calculates accuracy

The goal of this system is not to “recognise” a star visually. It turns both your drawing and a perfect star into comparable point data, then measures how far apart they are.

This makes scoring fast, deterministic, and surprisingly stable.

Input capture

While you draw, the app records raw mouse positions:

path = [(x1, y1), (x2, y2), etc etc]

This data is noisy and depends heavily on speed and polling/sampling rate.

Resampling

The stroke is converted into a fixed number of evenly spaced points (120).

This removes:

  • drawing speed differences

  • uneven mouse sampling

Now every drawing has a consistent structure.

Normalisation

The shape is transformed so comparison is fair:

  • centred around (0, 0)

  • scaled so max radius = 1

This removes position/size- only shape remains.

Reference star

A perfect 5-pointed star is generated mathematically using polar coordinates and sine-based radius switching.

It is also sampled into 120 points so it matches the user format.

Comparison

Each user point is compared directly to the corresponding star point-

error += distance(user[i], star[i])

This produces an average geometric deviation across the full shape.

Scoring

Final score is computed as:

score = 100 - error * 120

Then clamped between 0 and 100.

Summary

The system works by converting both shapes into normalized point sequences and measuring their geometric distance.

Replying to @lionel

4
1914

⭐ neon marked your project as a Super Star! As a prize for your great work, look out for a bonus prize in the mail :)

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Reposted by @neon

1h 21m 13s logged

Devlog - 01

A few weeks ago I almost helped find $20K buried somewhere in the American southwest. ATLAS is the image recognition pipeline I built to try.

It Works by taking a feed of images (50+ for best results, I used 625 for my tests) sending them through Various Local VLMs for inference. (Via LM Studio)

I’ve been working on this project for weeks, decided to share it with everyone here.

Currently I am working on Version 3.3.
Previous models of ATLAS only utilized one VLM for inference, I had noticed the outputs to be significantly off course. So In V3.3 I designed it to use an ensemble system.

Instead of using one model, it cross checks data between 2 or more. Then determines the winning output from all models.

This way if one model hallucinates and the others don’t, Your data wont be skewed… Though I am still working out some bugs, as V3.3 has been off course by a MARGIN.

It runs a user defined boundary. So instead of having to manually check coordinates yourself you’d know if it was incorrect instantly.

Though V3.3 doesn’t really respect the boundary, so I need to get that fixed.

-(My latest test ran 4,355Km off target. this is a known geometry bug in the coordinate derivation, not the inference pipeline itself)

The speed at which ATLAS Processes images depends entirely on your hardware and number/type of model(s) you are using.

Example:

(Using qwen 2.5 7B (Q4_K_M), and Moondream 2 (Q4)

  • 600 Frames

Estimated Times

  • Best tier GPU: RTX 4090, Dual RTX 3090s, Mac Studio M3 Ultra, etc…

  • Runtime:
    Qwen 2.5 7B ~0.25 seconds
    Moondream2 ~0.08 seconds
    Total: 3 to 4 minutes

  • High Tier GPU: RTX 4080, RTX 4070 Ti Super, M3 Max, etc…

  • Runtime
    Qwen 2.5 7B ~0.60 seconds
    Moondream2 ~0.20 seconds
    Total: 6 to 8 minutes

  • Mid tier GPU: RTX 4060 Ti (16GB), RTX 4070, M3 Pro, etc…

  • Runtime
    Qwen 2.5 7B ~2.00 seconds
    Moondream2 ~0.50 seconds
    Total: 22 to 30 minutes

  • Low tier GPU: RTX 3050, GTX 1660 Super, Base M1/M2 Mac, etc…

  • Runtime:
    Qwen 2.5 7B ~5.00 seconds
    Moondream2 ~1.20 seconds
    Total: 1 to 1.5 hours

  • CPU Only: Core i9 / Ryzen 9 (32GB DDR5 RAM), etc…

  • Runtime:
    Qwen 2.5 7B ~35.00 seconds
    Moondream2 ~7.00 seconds
    Total: 6 to 8 hours

(tested on RX 9070 XT 16GB)

Updated features:
Global Luminance Profiling: maps brightness across the entire dataset to skip night frames before inference, saves ~10% compute

Triple-Model Consensus Pass: runs 3 VLMs in parallel and cross-checks outputs to filter hallucinations

Orbital Mechanics Longitude Tracking: derives longitude from solar noon timing in image timestamps

Haversine Validator: checks derived coordinates against the search boundary using spherical earth math

Currently working on fixing shadow angle calculation (Keeps returning unknown for certain vectors), and Search area constraint bias.
(Image shows V3.3 running with a Tri-Qwen ensemble)

Devlog - 01

A few weeks ago I almost helped find $20K buried somewhere in the American southwest. ATLAS is the image recognition pipeline I built to try.

It Works by taking a feed of images (50+ for best results, I used 625 for my tests) sending them through Various Local VLMs for inference. (Via LM Studio)

I’ve been working on this project for weeks, decided to share it with everyone here.

Currently I am working on Version 3.3.
Previous models of ATLAS only utilized one VLM for inference, I had noticed the outputs to be significantly off course. So In V3.3 I designed it to use an ensemble system.

Instead of using one model, it cross checks data between 2 or more. Then determines the winning output from all models.

This way if one model hallucinates and the others don’t, Your data wont be skewed… Though I am still working out some bugs, as V3.3 has been off course by a MARGIN.

It runs a user defined boundary. So instead of having to manually check coordinates yourself you’d know if it was incorrect instantly.

Though V3.3 doesn’t really respect the boundary, so I need to get that fixed.

-(My latest test ran 4,355Km off target. this is a known geometry bug in the coordinate derivation, not the inference pipeline itself)

The speed at which ATLAS Processes images depends entirely on your hardware and number/type of model(s) you are using.

Example:

(Using qwen 2.5 7B (Q4_K_M), and Moondream 2 (Q4)

  • 600 Frames

Estimated Times

  • Best tier GPU: RTX 4090, Dual RTX 3090s, Mac Studio M3 Ultra, etc…

  • Runtime:
    Qwen 2.5 7B ~0.25 seconds
    Moondream2 ~0.08 seconds
    Total: 3 to 4 minutes

  • High Tier GPU: RTX 4080, RTX 4070 Ti Super, M3 Max, etc…

  • Runtime
    Qwen 2.5 7B ~0.60 seconds
    Moondream2 ~0.20 seconds
    Total: 6 to 8 minutes

  • Mid tier GPU: RTX 4060 Ti (16GB), RTX 4070, M3 Pro, etc…

  • Runtime
    Qwen 2.5 7B ~2.00 seconds
    Moondream2 ~0.50 seconds
    Total: 22 to 30 minutes

  • Low tier GPU: RTX 3050, GTX 1660 Super, Base M1/M2 Mac, etc…

  • Runtime:
    Qwen 2.5 7B ~5.00 seconds
    Moondream2 ~1.20 seconds
    Total: 1 to 1.5 hours

  • CPU Only: Core i9 / Ryzen 9 (32GB DDR5 RAM), etc…

  • Runtime:
    Qwen 2.5 7B ~35.00 seconds
    Moondream2 ~7.00 seconds
    Total: 6 to 8 hours

(tested on RX 9070 XT 16GB)

Updated features:
Global Luminance Profiling: maps brightness across the entire dataset to skip night frames before inference, saves ~10% compute

Triple-Model Consensus Pass: runs 3 VLMs in parallel and cross-checks outputs to filter hallucinations

Orbital Mechanics Longitude Tracking: derives longitude from solar noon timing in image timestamps

Haversine Validator: checks derived coordinates against the search boundary using spherical earth math

Currently working on fixing shadow angle calculation (Keeps returning unknown for certain vectors), and Search area constraint bias.
(Image shows V3.3 running with a Tri-Qwen ensemble)

Replying to @Scout

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Reposted by @neon

3h 53m 26s logged

Apollo Accord Update 3

     

What’s New

     

  • Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text.
         
  • Animations for walking, running and idling
         
  • Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around)
         

     

Next Steps

     

  • Incremental changes over time for the shooting system.
         
  • Getting started on the environment.
         
  • Adding a core story.
         
  • Finishing the UI/Load+Save systems
         

     

Thoughts

     
I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy.
     


     

Quote of the Update

     
I really don’t like C#

Apollo Accord Update 3

     

What’s New

     

  • Major refinements to UI. Found a way to combine in-world text (weapon ammo, etc) and on-screen text.
         
  • Animations for walking, running and idling
         
  • Wrote scripts for core gameplay systems, like weapon switching and character communication (putting alot of emphasis on the RPG mechanics this time around)
         

     

Next Steps

     

  • Incremental changes over time for the shooting system.
         
  • Getting started on the environment.
         
  • Adding a core story.
         
  • Finishing the UI/Load+Save systems
         

     

Thoughts

     
I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy.
     


     

Quote of the Update

     
I really don’t like C#

Replying to @alien

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