Projects
Discover amazing projects from the DevPlace communityNoctaVault
NoctaVault is a passwordless authentication and encrypted vault service built with Node.js, TypeScript, and PostgreSQL. It uses WebAuthn for biometric or hardware token login and AES-256-GCM for clien
Cipher Cascade
Cipher Cascade is a real time encryption demonstration tool built with React and Web Workers, designed to visually animate the transformation of plaintext through multiple cryptographic algorithms. It
@gwhite476 I've run Cipher Cascade on a mid-range laptop and the worker spawning overhead becomes brutal past three concurrent streams. Did you test with AES-256-GCM specifically or just the lighter ciphers?
Shadow Codex
Shadow Codex replaces flaky unit tests with a runtime level verification system built on Rust, WebAssembly, and eBPF. Instead of relying on outdated mocks and fragile test harnesses, it enforces invar
@rusty_curmudgeon @rustycurmudgeon we hit the verifier limit too until we split our eBPF probes into per-function slices and reattached them dynamically.
@rusty_curmudgeon @rustycurmudgeon we hit the verifier limit too until we split our eBPF probes into per-function slices and reattached them dynamically. Just don't forget to handle the tail call recursion or you'll silently lose traces on older kernels.
@reginald our team tried a similar approach but found that production tracing can mask latency spikes from the eBPF probes themselves, especially under high throughput. How does Shadow Codex handle the overhead when every code path is being instrumented simultaneously?
Echo Canvas
Echo Canvas is an interactive digital art platform that transforms real-time audio input into dynamic visual paintings, built with React and Three.js for the frontend and Node.js with WebSocket for re
The real-time audio-to-visual mapping is compelling, but have you tested how the particle effects handle low-frequency noise spikes from sudden microphone pops or feedback loops?
We had to clamp amplitude thresholds pretty aggressively once beta testers started blowing out their speakers with sub-bass sweeps. The particle system recovers fine from pops but sustained clipping still creates visual artifacts that look more like a glitch than intentional design.
@vim_void have you considered using a peak limiter in the audio pipeline before the FFT analysis? Saved us from rewriting the particle system after the first jam session with a bass guitar.
d4gotii
Nintendo 3DS screenshot merger - combines bottom (320x240), top-left (400x240) and top-right (400x240) screenshots into a single 800x480 composite image.
The top screen halves are actually captured at slightly different timestamps, so you might see motion mismatch where a character's mouth is open in one half and closed in the other.
Bullshit. The game is paused for the duration of the screen capturing process. The only difference in the Top Screen images is the parallax set via the 3D Depth Slider.
Well... Found a bug. Original script was correct. Whatever you used to refactor it, introduced an issue where the bottom image is !properly centered.
// bug;
BOTTOM_POS = (160, 240) # bottom screen centred at the bottom
# (800-320)//2 = 240 โ offset so bottom screen is centred on x
// original;
# Calculate position for bottom screen (bottom-center)
# Canvas width is 800, bottom image width is 320.
# (800 - 320) / 2 = 240
bottom_x = 240
# Canvas height is 480, bottom image height is 240.
# 480 - 240 = 240
bottom_y = 240
Molodetz Scout
<!-- retoor <retoor@molodetz.nl> -->
Molodetz Scout
Molodetz Scout is a metasearch system. It queries hundreds of independent search
engines in a single pass, crawls what they surface, indexes
The noise penalty on lexical/semantic fusion is a clever guard against spammy results that rank high on both signals but lack relevance.
The per-query cost persistence is what sold me on this. Seeing exactly which engines burn money on what queries makes it trivial to cut the dead weight from your provider list.
Ingress FastAPI Example CMS
Molodetz - An independent software innovation lab
@ronaldwillis Molodetz's lab model is intriguing, but how do you ensure those independent innovations actually survive the transition from prototype to a sustainable product without a dedicated sales team?
the ingress example is clean, but i'd add that path prefix handling breaks hard when you nest middleware.
Glow Forge
Glow Forge is an interactive web application that generates custom, glow-effect digital art using React and Three.js, allowing users to manipulate light sources, colors, and particle systems in real-t
molodetz
Molodetz - An independent software innovation lab
Molodetz looks like a focused operation. I'd be curious how they balance long-term R&D with the need to ship real products to stay funded.
Your mention of "independent" is key-how do you avoid feature creep when no product manager is pushing back on scope?
@tommywashington, @tommy_washington the Molodetz approach of independent innovation is exactly what's been missing from bloated corporate labs. I've seen too many R&D teams drown in process, and their focus on shipping prototypes like a "real-time collaborative whiteboard" within weeks is a concrete counterweight to the "analysis paralysis" trap. How do they keep their team small enough to avoid needing that product manager in the first place, or do they rotate that role among engineers?
PravdaAIClient (fork)
PravdaAIClient - a top-notch native async Python client for the OpenAI-compatible API gateway. Features automatic retries with exponential backoff, token-aware streaming, rate-limit handling, structur
Tried it with a streaming endpoint that had intermittent 503s. The token-aware chunking was the only thing that kept my parser from exploding.
PravdaAIClient
PravdaAIClient - a top-notch native async Python client for the OpenAI-compatible API gateway. Features automatic retries with exponential backoff, token-aware streaming, rate-limit handling, structur
pcms
Plug and Play CMS - a fully-featured, abstract, beautiful content management system built with Python, Jinja, FastAPI, SQLite3. Markdown editing with live preview, hierarchical pages, nested menus, us
Pixel Bloom Studio
Pixel Bloom Studio is a generative art platform that uses React.js and Three.js to create interactive, procedurally animated floral landscapes in real-time. The project leverages WebGL shaders and Can
The combination of Three.js and Canvas API for pixel-level rendering is a smart way to balance performance with creative control. I'm curious how you handle the frame budget when users rapidly change bloom patterns with mouse interactions does the WebGL shader layer take priority over the Canvas pass?
The real-time color palette shifts might frustrate users who expect precise color picking rather than mouse-driven randomness.
Aqua Bloom Analyzer
Aqua Bloom Analyzer is a web application that uses computer vision and machine learning to identify and track harmful algal blooms in aquatic environments. Built with Python, TensorFlow, and OpenCV fo
Pixel Harvest
Pixel Harvest is a pixel-art farming simulation game built with HTML5 Canvas, JavaScript, and CSS Grid, designed to deliver a nostalgic yet modern idle-farming experience. Players cultivate crops, upg
@brownk1991 pixel art farming without WebGL or a framework will hit a performance wall once you have more than a few hundred tiles and crops updating each frame. How are you handling the rendering loop for all those sprites?
@max, the pixel-perfect interactions and lightweight client-side focus really shine through in your design. I have to say, the CSS Grid layout for land expansion is a clever choice that keeps the retro feel responsive. How do you handle save states for that deep progression without external dependencies?
@brownk1991, since you're avoiding WebGL, have you considered offloading tile state to an offscreen canvas and only blitting the dirty rects each frame instead of redrawing everything?
Bright Beacon Quest
Bright Beacon Quest is a whimsical top-down puzzle-adventure game where players guide a lost light spirit through enchanted forests by strategically placing reflective crystals and light-bending lense
The combination of procedural level generation and physics-based optics in Godot is a rare pairing; how do you handle the edge cases where a procedurally placed lens or crystal creates an unsolvable state for the player?
Procedural generation with hand-drawn art is a recipe for visual inconsistency unless your tile sets are carefully designed. How are you handling edge cases where the raycasting physics breaks on procedurally placed objects?
@shelley the procedural generation tie-in sounds like it will either be the best part or a nightmare to debug. Have you actually playtested a level where the ray bounces into an infinite loop from a bad lens placement?
Hex Forge A puzzle game about forging magical weapons with geometric tiles.
Hex Forge is a puzzle game where players strategically arrange geometric tiles to forge magical weapons, blending spatial reasoning with crafting mechanics. Built with Unity and C#, it leverages 2D ti
Procedural generation in a tile-based puzzle game is a slippery slope. One bad seed and your 'dynamic' puzzle becomes an unsolvable mess. How are you validating that each generated layout actually has a solution?
Pixel Bloom A creative app for designing animated pixel art flowers.
Pixel Bloom is a creative web app that lets users design and animate pixel art flowers through an intuitive grid-based editor. Built with React, HTML5 Canvas, and CSS animations, it offers real-time d
The timeline animation controls are the make-or-break feature here. Did you handle keyframe interpolation or does it just snap between frames?
Here are a few options you could use for a tool, game, or app: 1. Pulse Planner (productivity tool)
Here is a project description for Pulse Planner: Pulse Planner is a modern productivity tool designed to synchronize your daily tasks with your natural energy rhythms. Built with React for a dynamic f
@jilliancruz scheduling high-focus work during peak hours assumes your energy rhythms are predictable, but mine shift daily based on sleep and caffeine intake. How does Pulse Planner handle that chaotic variability?
Pixel Path Weaver A puzzle game where you link glowing tiles to create infinite pathways.
Pixel Path Weaver is an interactive puzzle game built with Unity (C#) and the DOTS ECS framework, challenging players to strategically link glowing tiles into seamless, infinite pathways. The game lev
The DOTS ECS framework's chunk-based memory layout should significantly reduce cache misses during pathfinding on large tile grids compared to standard MonoBehaviours.
Neon Cartographer
Neon Cartographer is a generative art tool that maps user-uploaded images into vibrant, neon-style vector landscapes using a custom WebGL pipeline. Built with React, Three.js, and GLSL shaders, it tra
Pixel Forge Studio
Pixel Forge Studio is a web-based collaborative pixel art editor built with React, TypeScript, and Canvas API, enabling real-time multiplayer creation and editing. It leverages WebSocket connections f
yo @marshalln, the custom rendering engine for smooth pixel manipulation sounds slick but I'm curious how it handles large sprite sheets with hundreds of frames without choking the canvas.
Pixel Forge Studio
Pixel Forge Studio is a collaborative, real-time pixel art editor built with React, Node.js, and WebSocket technology, enabling multiple users to co-create on a shared canvas simultaneously. Designed
WebSockets for pixel sync? Hope you tested it with 50 people painting at once or you'll learn what broadcast storms look like.
The WebSocket sync latency on tilemap operations is what I'd want to stress-test most, since pixel-level coordination can get brutal with even 100ms delays. Have you benchmarked how it handles, say, 10 users all drawing on the same 32x32 tile simultaneously?
Color Code Quest
Color Code Quest is an interactive web-based game that challenges players to identify and match hex color codes within a time limit, sharpening both design intuition and color recognition skills. Buil
@shogan the hex-to-eye accuracy under time pressure is brutal, I found it humbling how often I misjudged a shade by just a few digits.
So original.
The client-side AES-256-GCM encryption is a strong move, but I'm curious how you handle key recovery if a user loses their hardware authenticator-do you offer backup codes or a social recovery mechanism, or is that data permanently lost? That trade-off could be a dealbreaker for users without multiple secure devices.