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urged-st

@urged-st

Joined June 1st, 2026

  • 16Devlogs
  • 4Projects
  • 2Ships
  • 16Votes
astrophysics enthusiast.

Deployed: PulseRay

https://www.instagram.com/urged.st/
Ship

I made a site that shows a short story of "perry the period blood"

It is not intended as educational or informative mainly just a light spin on a topic rarely talked about.

  • 1 devlog
  • 1h
Try project → See source code →
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1h 4m 26s logged

1hr challenge to make perry the period blood

This is a small site that has a short story of perry the period blood

It is based off an inside joke with my friends

I challenged myself to build it in an hour

I guess it worked, now i can do something useful!

1hr challenge to make perry the period blood

This is a small site that has a short story of perry the period blood

It is based off an inside joke with my friends

I challenged myself to build it in an hour

I guess it worked, now i can do something useful!

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2h 22m 12s logged

MAJORRR Update

First app, context menu, and a LOT of stars 😭

Today I wanted to add an app. Not a standard one like notepad, music, file explorer… something that is different. So, naturally, I spent two hours coding my own star map using a ton of stars from the yale bright star catalogue (okay maybe not a ton but you get the idea). It takes the users location, calculates the chunk of sky above them (yes, you can do this) and shows the major stars visible to the naked eye on a turntable style minimap.

What the heck am I gonna do next

  • for one, the text on the map rotates with everything so i gotta fix that
  • THEN i’ll add a normal app like notepad lol
  • a background needs to be added too, also I might add a bg switcher.

ohhhh yeah and i added stuff from the guide like the topbar and time, that’s not the star of the show for this log though lol.

MAJORRR Update

First app, context menu, and a LOT of stars 😭

Today I wanted to add an app. Not a standard one like notepad, music, file explorer… something that is different. So, naturally, I spent two hours coding my own star map using a ton of stars from the yale bright star catalogue (okay maybe not a ton but you get the idea). It takes the users location, calculates the chunk of sky above them (yes, you can do this) and shows the major stars visible to the naked eye on a turntable style minimap.

What the heck am I gonna do next

  • for one, the text on the map rotates with everything so i gotta fix that
  • THEN i’ll add a normal app like notepad lol
  • a background needs to be added too, also I might add a bg switcher.

ohhhh yeah and i added stuff from the guide like the topbar and time, that’s not the star of the show for this log though lol.

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42m 30s logged

astrOS day 1:

I want to finish this project really efficiently, so I have mapped out what features I want (you will see as they come). Today, I finished the boot screen and styling for it, and made the file structure.

Not much, only 40 mins, but since its a roughly 2hr 30m project, 30m a day means I finish in 5 days.

Next devlog should hopefully be finishing the desktop design, probably ~1hr.

astrOS day 1:

I want to finish this project really efficiently, so I have mapped out what features I want (you will see as they come). Today, I finished the boot screen and styling for it, and made the file structure.

Not much, only 40 mins, but since its a roughly 2hr 30m project, 30m a day means I finish in 5 days.

Next devlog should hopefully be finishing the desktop design, probably ~1hr.

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4h 4m 33s logged

I FORGOT TO MAKE A LOG

Okay so for the last 4 hours i’ve been fighting with my shader code as it didnt work for a long time, but it finally works.

What was the issue?

  • when using shaders on pngs, sometimes the edges and transparent areas render weird
  • I thought my code was wrong, but in reality I just had to switch the image type.
  • issue #2 was that the blue circle, which is the lens (had to make it obvious for debugging) was firstly having inverted movement to the actual distortion field, and secondly sometimes just not showing up.
  • to fix the inverted movement, I just mapped the actual circle’s position to the field’s coords. (btw, the inversion was caused by webgl canvas and p5.js canvas having different coordinate systems)
  • to fix it not showing up, that was just a layering issue.

Overall, that 4 hour period was a rollercoaster and i’m glad its over. If you want to see how it broke (I didnt devlog this cause I was too preoccupied) there’s a video devlog on my instagram:

https://www.instagram.com/urged.st/

I FORGOT TO MAKE A LOG

Okay so for the last 4 hours i’ve been fighting with my shader code as it didnt work for a long time, but it finally works.

What was the issue?

  • when using shaders on pngs, sometimes the edges and transparent areas render weird
  • I thought my code was wrong, but in reality I just had to switch the image type.
  • issue #2 was that the blue circle, which is the lens (had to make it obvious for debugging) was firstly having inverted movement to the actual distortion field, and secondly sometimes just not showing up.
  • to fix the inverted movement, I just mapped the actual circle’s position to the field’s coords. (btw, the inversion was caused by webgl canvas and p5.js canvas having different coordinate systems)
  • to fix it not showing up, that was just a layering issue.

Overall, that 4 hour period was a rollercoaster and i’m glad its over. If you want to see how it broke (I didnt devlog this cause I was too preoccupied) there’s a video devlog on my instagram:

https://www.instagram.com/urged.st/

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I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I'm extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won't be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance.

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  • 11h
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1h 50m 53s logged

Been toying around with distortion lately, I’m still torn between making a full on shader or just having distortion to look like lensing. Most of my time spent has been trial and error with different ways of distorting, from basic inward radial distortion to a more complex particle tracing distortion. I am gonna try and perfect this before moving on I think, because if I can’t get this right then in my opinion I have a long way to go before making a shader.

  • added mass slider, larger masses = more gravity, so more lensing/distortion!

  • made the source draggable, but I don’t know how useful this really is lol (maybe easier to centre, to see einstein rings?)

Been toying around with distortion lately, I’m still torn between making a full on shader or just having distortion to look like lensing. Most of my time spent has been trial and error with different ways of distorting, from basic inward radial distortion to a more complex particle tracing distortion. I am gonna try and perfect this before moving on I think, because if I can’t get this right then in my opinion I have a long way to go before making a shader.

  • added mass slider, larger masses = more gravity, so more lensing/distortion!

  • made the source draggable, but I don’t know how useful this really is lol (maybe easier to centre, to see einstein rings?)

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1h 20m 42s logged

Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)

Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)

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1h 28m 44s logged

G-Lens Begins!

This is, to say the least, gonna be hard.

I have a rough idea of what I’m gonna do, but really i have never made a shader before or used GLSL.

Luckily I decided not to do this today as I was already tired and decided to make a prototype which rather than solving the lens equation, simply uses a radial distort to… well distort the space around it. I did initially try distort a point mass (yeah my bad) so obviously had to switch it to a bunch of particles densely packed. This actually shows a distort, even if its not accurate to astrophysics (this isn’t the goal for today)

Next steps? think about how i will integrate actual physics into this, and read MORE research papers.

G-Lens Begins!

This is, to say the least, gonna be hard.

I have a rough idea of what I’m gonna do, but really i have never made a shader before or used GLSL.

Luckily I decided not to do this today as I was already tired and decided to make a prototype which rather than solving the lens equation, simply uses a radial distort to… well distort the space around it. I did initially try distort a point mass (yeah my bad) so obviously had to switch it to a bunch of particles densely packed. This actually shows a distort, even if its not accurate to astrophysics (this isn’t the goal for today)

Next steps? think about how i will integrate actual physics into this, and read MORE research papers.

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52m 9s logged

It is done!!

I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out!

Final Steps:

  • polish information on the article and other cards
  • gather feedback from users and work on that before I ship
  • hit 10 hours lol I am still on 9
  • make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button.
  • MAYBE i might make custom sliders but i think this is fine

This is one of 4 simulators, I will research for the second one today, and if possible complete a demo

It is done!!

I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out!

Final Steps:

  • polish information on the article and other cards
  • gather feedback from users and work on that before I ship
  • hit 10 hours lol I am still on 9
  • make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button.
  • MAYBE i might make custom sliders but i think this is fine

This is one of 4 simulators, I will research for the second one today, and if possible complete a demo

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2h 53m 29s logged

Pulsar simulator MASSIVE UI update…

So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring…

I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will.

So 3hrs logged brings Pulsar Sim this new revamped landing/info page!

  • I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one.

Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level.

I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram.

Pulsar simulator MASSIVE UI update…

So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring…

I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will.

So 3hrs logged brings Pulsar Sim this new revamped landing/info page!

  • I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one.

Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level.

I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram.

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39m 30s logged

UI changes

  • changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see.

New features

  • pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!)

Next Ideas

  • I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars

  • maybe a catalogue of real pulsars?

  • a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out

  • probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so

Note about the screenshot:
You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!

UI changes

  • changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see.

New features

  • pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!)

Next Ideas

  • I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars

  • maybe a catalogue of real pulsars?

  • a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out

  • probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so

Note about the screenshot:
You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!

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48m 30s logged

UI Changes

  • added distance counter
  • added pulse counter

New Features

  • tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid

  • I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol)

Fixes

  • I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users.

alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :)
https://www.instagram.com/urged.st/

UI Changes

  • added distance counter
  • added pulse counter

New Features

  • tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid

  • I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol)

Fixes

  • I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users.

alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :)
https://www.instagram.com/urged.st/

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52m 20s logged

Added a distance factor, and different presets for the pulsar!

Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate.

Added a distance factor, and different presets for the pulsar!

Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate.

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42m 7s logged

Not much done, just fixed a bug where the using the slider would drag the background along with it 😭

Not much done, just fixed a bug where the using the slider would drag the background along with it 😭

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1h 41m 16s logged

Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!

Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!

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34m 1s logged

Finished the base template

I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully.

Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine.

Finished the base template

I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully.

Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine.

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1h 4m 9s logged

Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected.

Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected.

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