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)
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!
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.
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.
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.
The shape is transformed so comparison is fair:
centred around (0, 0)
scaled so max radius = 1
This removes position/size- only shape remains.
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.
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.
Final score is computed as:
score = 100 - error * 120
Then clamped between 0 and 100.
The system works by converting both shapes into normalized point sequences and measuring their geometric distance.
⭐ neon marked your project as a Super Star! As a prize for your great work, look out for a bonus prize in the mail :)
Devlog - 01
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)
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
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)
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.
I really don’t like C#
stardancing it
Welcome to Stardance!