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reimunyancat

@reimunyancat

Joined June 7th, 2026

  • 9Devlogs
  • 6Projects
  • 1Ships
  • 7Votes
I am a 17-year-old developer from South Korea. I am trying out various things, but I mainly work in web and programming.

I am a Manchester United fan. btw
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19m 45s logged

I really agonized over how to add UI elements to meet the requirements. I originally intended to create this for display purposes, and the HUD I had made for a school assignment was already somewhat inconvenient. It was quite challenging due to the requirement to add more UI, but I found a way to incorporate features without compromising the aesthetics. I modified the code so that clicking the key descriptions located below the HUD immediately activates the functions. Additionally, instead of using the automatically generated readme.md, I wrote it myself based on my own ideas. While the content might seem AI-driven, I wrote it out by hand since it is also being used for a school assignment presentation.

I really agonized over how to add UI elements to meet the requirements. I originally intended to create this for display purposes, and the HUD I had made for a school assignment was already somewhat inconvenient. It was quite challenging due to the requirement to add more UI, but I found a way to incorporate features without compromising the aesthetics. I modified the code so that clicking the key descriptions located below the HUD immediately activates the functions. Additionally, instead of using the automatically generated readme.md, I wrote it myself based on my own ideas. While the content might seem AI-driven, I wrote it out by hand since it is also being used for a school assignment presentation.

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20m 50s logged

I created an initial version to beautifully implement the existing CLI Enigma on the web.

I created an initial version to beautifully implement the existing CLI Enigma on the web.

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Ship

🪐 Ephemeris — a real-time 3D solar system simulator, built from scratch

What I made:
A desktop app (Tauri + TypeScript + Three.js) that simulates the solar system from real NASA JPL Horizons initial conditions. Instead of faking the orbits, it actually integrates Newtonian gravity in real time. I hand-implemented three classic computational-physics algorithms: a Velocity Verlet symplectic integrator for stable long-term orbits, a 3D Barnes-Hut octree for O(N log N) gravity, and a Newton-Raphson solver for Kepler's equation to read out live orbital elements.

What was challenging:
The trickiest part was the tension between the symplectic integrator and the Barnes-Hut approximation — every time the octree rebuilds, tiny force discontinuities break symplecticity and energy drift creeps back in. Getting the numerical stability right (gravity softening near close encounters, sub-stepping at high time-acceleration, and removing barycenter drift) and killing GC frame spikes with an octree node memory pool took a lot of iteration.

What I'm proud of:
It genuinely runs on real NASA data and the orbits come out physically correct — the unit tests recover the actual JPL inclinations. And it looks nice too: procedural planet textures, age-faded orbit trails, Saturn's rings, Earth's atmospheric glow, and real axial tilt + rotation.

How to test it:
Open it and the 8 planets load automatically. Drag the time slider to speed things up (1 day/s → 1 year/s), click any planet to see its 6 live orbital elements, then toggle the asteroid belt on (1k–10k particles) and switch between naive O(N²) and Barnes-Hut to watch the FPS difference. You can also pause, reverse, and jump through time.

  • 4 devlogs
  • 4h
Try project → See source code →
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1h 1m 22s logged

I added details, removed minor bugs, and made it prettier.

I added details, removed minor bugs, and made it prettier.

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1h 30m 56s logged

I installed Fusion to design a case for the PCB; I calculated the dimensions and entered them into the parameters list to streamline future work.

I installed Fusion to design a case for the PCB; I calculated the dimensions and entered them into the parameters list to streamline future work.

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39m 13s logged

I have finished designing the PCB board. It was my first time doing this, so it was tough constantly searching and asking AI, but I am glad to have completed it anyway.

I have finished designing the PCB board. It was my first time doing this, so it was tough constantly searching and asking AI, but I am glad to have completed it anyway.

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23m 3s logged

Start PCB layout — Create a 19.05mm custom grid and arrange 9 switches in a 3x3 configuration, placing diodes D1 through D9 below each switch in the same direction. Place the XIAO, encoder (SW10), and OLED header (J1) around the grid (detailed positioning in progress).

Start PCB layout — Create a 19.05mm custom grid and arrange 9 switches in a 3x3 configuration, placing diodes D1 through D9 below each switch in the same direction. Place the XIAO, encoder (SW10), and OLED header (J1) around the grid (detailed positioning in progress).

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1h 49m 29s logged

Initially, I designed it more simply than planned, but when I modified it to fit the plan, there were so many errors that fixing them was very difficult. I will wrap up here for today and focus on details and optimization tomorrow.

Initially, I designed it more simply than planned, but when I modified it to fit the plan, there were so many errors that fixing them was very difficult. I will wrap up here for today and focus on details and optimization tomorrow.

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39m 22s logged

I implemented formulas for the trajectories and masses of the planets, created individual objects to form their orbits, and implemented the UI. The formulas were the most difficult part.

I implemented formulas for the trajectories and masses of the planets, created individual objects to form their orbits, and implemented the UI. The formulas were the most difficult part.

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