A few parts of GridGlow are written but unproven — not because they're unfinished, but because we don't own the lights, the games, or the machines to try them on. If you do, you can move them forward faster than we can.
WHAT'S BLOCKED
Each of these is built and waiting. None of them need code from you — just someone with the right kit to say whether it works.
Per-segment control is written, but it has never run on a real gradient strip. If you own one, we'd like to know whether the segments light up the way they should — or whether it does nothing at all.
Tell us what happens when you try it. #44 →
Govee's LAN API looks like a good fit for GridGlow — local, no cloud, no key. We don't have a Govee device to build or test against.
Own one? Say so on the issue. #62 →
The macOS build compiles and passes CI on Apple Silicon, but it has never actually been launched on a Mac. It almost certainly has rough edges we can't see from here.
Run it and tell us what breaks. #45 →
Both are supported: race start and return to menus. We worked the packet format out from documentation rather than from the games themselves, so one detail is still unconfirmed.
Start the bridge, drive for ten seconds, and send us the “Packet size” line from the log. #52 →
Stage start, split checkpoints and stage finish are built and tested against crafted packets — but nobody has confirmed they fire during a real rally.
Run a stage and tell us if your lights keep up. #56 →
Requested, researched, and ready to start. It's the first title that doesn't broadcast over UDP, so it's a bigger job than the rest — and it needs an account to test against.
Subscriber who'd help test? Get in touch. #69 →
GridGlow talks to hardware and reads live data out of games. Neither can be faked convincingly — a test can prove the code does what we think, but only a real strip in a real room, or a real car on a real lap, proves it does what you want. Where we can't do that ourselves, we'd rather say so than pretend.
Open an issue →