> ## Documentation Index
> Fetch the complete documentation index at: https://docs.antasphere.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Your hackathon, step by step

> This page walks a participant through the hackathon, from installing the plugin to ranking the other teams. Your team is one project of the event, and a solo entrant is a team of one.

export const HeroBand = ({eyebrow, title, lede, drawing = 'latitudes', seed = 976086463, level = 0.55, compact = false, fieldSeed = 1872629950}) => {
  const box = useRef(null);
  const groundRef = useRef(null);
  const bodyRef = useRef(null);
  const canvasRef = useRef(null);
  useEffect(() => {
    const boxEl = box.current;
    const groundEl = groundRef.current;
    const bodyEl = bodyRef.current;
    const canvas = canvasRef.current;
    if (!boxEl || !groundEl || !bodyEl || !canvas) return;
    const TAU = Math.PI * 2;
    const DPR = Math.min(window.devicePixelRatio || 1, 2);
    const isDark = () => document.documentElement.classList.contains('dark');
    const PALETTES = {
      'umber-field': {
        light: true,
        base: '#ECE4D6',
        hues: ['#FAF6EE', '#F6F0E4', '#ECE4D6', '#D9C6AC', '#C9B193', '#F8F3EA', '#B89E80']
      },
      'umber-field-dark': {
        light: false,
        base: '#2F2B27',
        hues: ['#2B2722', '#34302C', '#3E3A35', '#4C4743', '#5A5651', '#302C28', '#6A6560']
      }
    };
    const LOW_W = 116;
    function mulberry32(s) {
      let a = s >>> 0;
      return function () {
        a |= 0;
        a = a + 0x6d2b79f5 | 0;
        let t = Math.imul(a ^ a >>> 15, 1 | a);
        t = t + Math.imul(t ^ t >>> 7, 61 | t) ^ t;
        return ((t ^ t >>> 14) >>> 0) / 4294967296;
      };
    }
    function buildBlobs(s, palName) {
      const pal = PALETTES[palName];
      const rnd = mulberry32(s);
      const count = 7 + Math.floor(rnd() * 4);
      const blobs = [];
      for (let i = 0; i < count; i++) {
        blobs.push({
          color: pal.hues[Math.floor(rnd() * pal.hues.length)],
          x: rnd(),
          y: rnd(),
          r: 0.22 + rnd() * 0.4,
          alpha: 0.75 + rnd() * 0.25,
          px: 0.5 + rnd() * 1.5,
          py: 0.5 + rnd() * 1.5,
          ax: 0.02 + rnd() * 0.05,
          ay: 0.02 + rnd() * 0.05,
          ph: rnd() * TAU
        });
      }
      return blobs;
    }
    function renderLow(blobs, palName, W, H) {
      const pal = PALETTES[palName];
      const lw = LOW_W;
      const lh = Math.max(8, Math.round(LOW_W * H / W));
      const low = document.createElement('canvas');
      low.width = lw;
      low.height = lh;
      const c = low.getContext('2d');
      c.fillStyle = pal.base;
      c.fillRect(0, 0, lw, lh);
      blobs.forEach(b => {
        const x = (b.x + Math.sin(b.ph) * b.ax) * lw;
        const y = (b.y + Math.cos(b.ph) * b.ay) * lh;
        const r = b.r * lw;
        const g = c.createRadialGradient(x, y, 0, x, y, r);
        g.addColorStop(0, b.color);
        g.addColorStop(1, b.color.slice(0, 7) + '00');
        c.fillStyle = g;
        c.globalAlpha = b.alpha;
        c.beginPath();
        c.arc(x, y, r, 0, TAU);
        c.fill();
        c.globalAlpha = 1;
      });
      return low;
    }
    function noiseTile(size, amp) {
      const c = document.createElement('canvas');
      c.width = c.height = size;
      const ctx = c.getContext('2d');
      const img = ctx.createImageData(size, size);
      const d = img.data;
      for (let i = 0; i < d.length; i += 4) {
        const v = 128 + (Math.random() - 0.5) * 255 * amp;
        d[i] = d[i + 1] = d[i + 2] = v;
        d[i + 3] = 255;
      }
      ctx.putImageData(img, 0, 0);
      return c;
    }
    const OVER = 0.24;
    let sheet = null;
    let sheetKey = '';
    function makeSheet(W, H) {
      const key = isDark() ? 'umber-field-dark' : 'umber-field';
      const sw = Math.round(W * (1 + OVER * 2));
      const sh = Math.round(H * (1 + OVER * 2));
      const c = document.createElement('canvas');
      c.width = sw;
      c.height = sh;
      const ctx = c.getContext('2d');
      const low = renderLow(buildBlobs(fieldSeed, key), key, sw, sh);
      ctx.imageSmoothingEnabled = true;
      ctx.imageSmoothingQuality = 'high';
      ctx.filter = 'blur(' + Math.max(4, Math.round(sw * 0.018)) + 'px)';
      ctx.drawImage(low, -sw * 0.06, -sh * 0.06, sw * 1.12, sh * 1.12);
      ctx.filter = 'none';
      sheet = c;
      sheetKey = key + ':' + sw + 'x' + sh;
    }
    let slide = {
      x: 0,
      y: 0
    };
    function paintGround() {
      const W = Math.round(groundEl.offsetWidth * DPR);
      const H = Math.round(groundEl.offsetHeight * DPR);
      if (W < 2 || H < 2) return;
      if (groundEl.width !== W || groundEl.height !== H) {
        groundEl.width = W;
        groundEl.height = H;
      }
      const key = isDark() ? 'umber-field-dark' : 'umber-field';
      const sw = Math.round(W * (1 + OVER * 2));
      const sh = Math.round(H * (1 + OVER * 2));
      if (!sheet || sheetKey !== key + ':' + sw + 'x' + sh) makeSheet(W, H);
      const ctx = groundEl.getContext('2d');
      const dx = Math.max(-W * OVER, Math.min(W * OVER, slide.x * DPR));
      const dy = Math.max(-H * OVER, Math.min(H * OVER, slide.y * DPR));
      ctx.clearRect(0, 0, W, H);
      ctx.drawImage(sheet, -W * OVER + dx, -H * OVER + dy);
    }
    function turn(p, pitch, yaw) {
      const ct = Math.cos(pitch);
      const st = Math.sin(pitch);
      const cp = Math.cos(yaw);
      const sp = Math.sin(yaw);
      const y2 = p.y * ct - p.z * st;
      const z2 = p.y * st + p.z * ct;
      return {
        x: p.x * cp + z2 * sp,
        y: y2,
        z: -p.x * sp + z2 * cp
      };
    }
    function ringAround(axis, h, samples) {
      const r = Math.sqrt(Math.max(0, 1 - h * h));
      const ref = Math.abs(axis.y) < 0.9 ? {
        x: 0,
        y: 1,
        z: 0
      } : {
        x: 1,
        y: 0,
        z: 0
      };
      let ux = axis.y * ref.z - axis.z * ref.y;
      let uy = axis.z * ref.x - axis.x * ref.z;
      let uz = axis.x * ref.y - axis.y * ref.x;
      const ul = Math.hypot(ux, uy, uz);
      ux /= ul;
      uy /= ul;
      uz /= ul;
      const vx = axis.y * uz - axis.z * uy;
      const vy = axis.z * ux - axis.x * uz;
      const vz = axis.x * uy - axis.y * ux;
      const out = [];
      for (let k = 0; k <= samples; k++) {
        const th = k / samples * TAU;
        const c = Math.cos(th) * r;
        const s = Math.sin(th) * r;
        out.push({
          x: axis.x * h + c * ux + s * vx,
          y: axis.y * h + c * uy + s * vy,
          z: axis.z * h + c * uz + s * vz
        });
      }
      return out;
    }
    function strokeRuns(f, v, pts, near, far) {
      const {ctx} = f;
      let open = false;
      let side = false;
      const close = () => {
        if (!open) return;
        const a = side ? near : far;
        if (a > 0) {
          ctx.strokeStyle = f.ink(a);
          ctx.stroke();
        }
        open = false;
      };
      for (const p of pts) {
        const sx = v.cx + p.x * v.R;
        const sy = v.cy - p.y * v.R;
        const front = p.z >= 0;
        if (open && front !== side) {
          ctx.lineTo(sx, sy);
          close();
        }
        if (!open) {
          ctx.beginPath();
          ctx.moveTo(sx, sy);
          open = true;
          side = front;
        } else {
          ctx.lineTo(sx, sy);
        }
      }
      close();
    }
    function outline(f, v, a, w = 0.8) {
      f.ctx.lineWidth = Math.max(1, f.dpr * w);
      f.ctx.strokeStyle = f.ink(a);
      f.ctx.beginPath();
      f.ctx.arc(v.cx, v.cy, v.R, 0, TAU);
      f.ctx.stroke();
    }
    function view(f, scale = 0.42) {
      return {
        cx: f.W / 2,
        cy: f.H / 2,
        R: Math.min(f.W, f.H) * scale
      };
    }
    const up = {
      x: 0,
      y: 1,
      z: 0
    };
    function latitudes(s) {
      const squash = 0.26 + mulberry32(s)() * 0.12;
      const lean = Math.asin(squash);
      const N = 13;
      const rows = Array.from({
        length: N - 1
      }, (_, i) => (i + 1) / N * 2 - 1);
      const rings = rows.map(h => ringAround(up, h, 72));
      return f => {
        const v = view(f);
        outline(f, v, 0.4);
        f.ctx.lineWidth = Math.max(1, f.dpr * 0.8);
        const pitch = lean + f.pitch;
        rings.forEach((ring, i) => {
          const h = Math.abs(rows[i]);
          strokeRuns(f, v, ring.map(p => turn(p, pitch, f.yaw)), 0.2 + h * 0.12, 0.05 + h * 0.03);
        });
        let pole = turn(up, pitch, f.yaw);
        if (pole.z < 0) pole = {
          x: -pole.x,
          y: -pole.y,
          z: -pole.z
        };
        f.ctx.fillStyle = f.ink(0.5);
        f.ctx.beginPath();
        f.ctx.arc(v.cx + pole.x * v.R, v.cy - pole.y * v.R, Math.max(1.5, f.dpr * 1.5), 0, TAU);
        f.ctx.fill();
      };
    }
    function meridians(s) {
      const rnd = mulberry32(s);
      const lean = 0.3 + rnd() * 0.14;
      const greats = [];
      for (let k = 0; k < 9; k++) {
        const th = k / 9 * Math.PI;
        greats.push(ringAround({
          x: Math.cos(th),
          y: 0,
          z: Math.sin(th)
        }, 0, 96));
      }
      const rows = [-0.75, -0.45, -0.15, 0.15, 0.45, 0.75];
      const parallels = rows.map(h => ringAround(up, h, 72));
      return f => {
        const v = view(f);
        outline(f, v, 0.4);
        f.ctx.lineWidth = Math.max(1, f.dpr * 0.8);
        const pitch = lean + f.pitch;
        const yaw = f.yaw + f.t * 0.05;
        greats.forEach(ring => strokeRuns(f, v, ring.map(p => turn(p, pitch, yaw)), 0.3, 0.07));
        parallels.forEach(ring => strokeRuns(f, v, ring.map(p => turn(p, pitch, yaw)), 0.17, 0.045));
      };
    }
    const GOLDEN = Math.PI * (3 - Math.sqrt(5));
    const clamp01 = v => v < 0 ? 0 : v > 1 ? 1 : v;
    function spinY(p, a) {
      const c = Math.cos(a);
      const s = Math.sin(a);
      return {
        x: p.x * c + p.z * s,
        y: p.y,
        z: -p.x * s + p.z * c
      };
    }
    function plm(l, m, x) {
      let pmm = 1;
      if (m > 0) {
        const s = Math.sqrt((1 - x) * (1 + x));
        let fact = 1;
        for (let i = 1; i <= m; i++) {
          pmm *= -fact * s;
          fact += 2;
        }
      }
      if (l === m) return pmm;
      let pmmp1 = x * (2 * m + 1) * pmm;
      if (l === m + 1) return pmmp1;
      let pll = 0;
      for (let ll = m + 2; ll <= l; ll++) {
        pll = (x * (2 * ll - 1) * pmmp1 - (ll + m - 1) * pmm) / (ll - m);
        pmm = pmmp1;
        pmmp1 = pll;
      }
      return pll;
    }
    function harmonic(s) {
      const rnd = mulberry32(s);
      const pairs = [[2, 1], [3, 2], [4, 2], [5, 3], [3, 1], [4, 3], [6, 4]];
      const [l, m] = pairs[Math.floor(rnd() * pairs.length)];
      const lean = 0.28 + rnd() * 0.5;
      const spin0 = rnd() * TAU;
      const circles = [];
      let prev = plm(l, m, -0.999);
      for (let i = 1; i <= 2000; i++) {
        const x = -0.999 + 1.998 * i / 2000;
        const cur = plm(l, m, x);
        if (prev * cur < 0) circles.push(ringAround(up, x - 0.0005, 72));
        prev = cur;
      }
      const greats = Array.from({
        length: m
      }, (_, k) => {
        const phi = (Math.PI / 2 + k * Math.PI) / m;
        return ringAround({
          x: -Math.sin(phi),
          y: 0,
          z: Math.cos(phi)
        }, 0, 96);
      });
      return f => {
        const v = view(f, 0.44);
        outline(f, v, 0.35, 1);
        const spin = spin0 + f.t * 0.05;
        const pitch = lean + f.pitch;
        const place = p => turn(spinY(p, spin), pitch, f.yaw);
        f.ctx.lineWidth = Math.max(1, f.dpr * 0.85);
        for (const c of circles) strokeRuns(f, v, c.map(place), 0.46, 0.1);
        for (const g of greats) strokeRuns(f, v, g.map(place), 0.46, 0.1);
      };
    }
    function lattice(s) {
      const rnd = mulberry32(s);
      const tilt = 0.25 + rnd() * 0.5;
      const spin0 = rnd() * TAU;
      let built = null;
      const build = n => {
        const pts = [];
        for (let k = 0; k < n; k++) {
          const z = 1 - (2 * k + 1) / n;
          const r = Math.sqrt(Math.max(0, 1 - z * z));
          pts.push({
            x: r * Math.cos(k * GOLDEN),
            y: r * Math.sin(k * GOLDEN),
            z
          });
        }
        const edges = [];
        const seen = new Set();
        for (let k = 0; k < n; k++) {
          const near = pts.map((b, j) => ({
            j,
            d: (pts[k].x - b.x) ** 2 + (pts[k].y - b.y) ** 2 + (pts[k].z - b.z) ** 2
          })).filter(o => o.j !== k).sort((p, q) => p.d - q.d).slice(0, 3);
          for (const e of near) {
            const key = Math.min(k, e.j) + ':' + Math.max(k, e.j);
            if (seen.has(key)) continue;
            seen.add(key);
            edges.push([k, e.j]);
          }
        }
        return {
          n,
          pts,
          edges
        };
      };
      return f => {
        const v = view(f);
        const n = Math.min(f.W, f.H) < 560 ? 140 : 260;
        if (!built || built.n !== n) built = build(n);
        const proj = built.pts.map(p => turn(p, tilt + f.pitch, spin0 + f.t * 0.04 + f.yaw));
        const {ctx} = f;
        ctx.lineWidth = Math.max(1, f.dpr * 0.6);
        for (const [i, j] of built.edges) {
          const a = proj[i];
          const b = proj[j];
          const depth = (a.z + b.z) / 2;
          if (depth < -0.12) continue;
          ctx.strokeStyle = f.ink(0.05 + 0.2 * clamp01((depth + 1) / 2));
          ctx.beginPath();
          ctx.moveTo(v.cx + a.x * v.R, v.cy - a.y * v.R);
          ctx.lineTo(v.cx + b.x * v.R, v.cy - b.y * v.R);
          ctx.stroke();
        }
        for (const p of proj) {
          const d = clamp01((p.z + 1) / 2);
          ctx.fillStyle = f.ink(0.14 + 0.6 * d * d);
          ctx.beginPath();
          ctx.arc(v.cx + p.x * v.R, v.cy - p.y * v.R, Math.max(0.8, f.dpr * (0.5 + 1.5 * d)), 0, TAU);
          ctx.fill();
        }
        outline(f, v, 0.14);
      };
    }
    const BUILDERS = {
      latitudes,
      meridians,
      harmonic,
      lattice
    };
    const solid = (BUILDERS[drawing] || latitudes)(seed);
    let held = {
      a: 0,
      b: 0,
      t: 0
    };
    function paintBody() {
      const W = Math.round(canvas.offsetWidth * DPR);
      const H = Math.round(canvas.offsetHeight * DPR);
      if (W < 2 || H < 2) return;
      if (canvas.width !== W || canvas.height !== H) {
        canvas.width = W;
        canvas.height = H;
      }
      const ctx = canvas.getContext('2d');
      ctx.clearRect(0, 0, W, H);
      const rgb = isDark() ? '247,244,236' : '28,25,21';
      const ink = a => 'rgba(' + rgb + ',' + Math.min(0.96, a).toFixed(3) + ')';
      solid({
        ctx,
        W,
        H,
        dpr: DPR,
        ink,
        pitch: held.b,
        yaw: held.a,
        t: held.t
      });
    }
    const still = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
    let stop = () => {};
    if (!still) {
      const aim = {
        x: 0,
        y: 0
      };
      const onMove = e => {
        if (e.pointerType === 'touch') return;
        const r = boxEl.getBoundingClientRect();
        const clamp = v => Math.max(-1, Math.min(1, v));
        aim.x = clamp((e.clientX - (r.left + r.width / 2)) / (window.innerWidth / 2));
        aim.y = clamp((e.clientY - (r.top + r.height / 2)) / (window.innerHeight / 2));
      };
      const onLeave = () => {
        aim.x = 0;
        aim.y = 0;
      };
      window.addEventListener('pointermove', onMove, {
        passive: true
      });
      document.documentElement.addEventListener('pointerleave', onLeave);
      let seen = false;
      const io = new IntersectionObserver(([e]) => {
        seen = e.isIntersecting;
      });
      io.observe(boxEl);
      const at = {
        x: 0,
        y: 0,
        vx: 0,
        vy: 0
      };
      const t0 = performance.now();
      let last = t0;
      let rafId = requestAnimationFrame(function tick(now) {
        rafId = requestAnimationFrame(tick);
        const dt = Math.min(0.05, (now - last) / 1000);
        last = now;
        if (!seen) return;
        at.vx += ((aim.x - at.x) * 18 - at.vx * 8.5) * dt;
        at.vy += ((aim.y - at.y) * 18 - at.vy * 8.5) * dt;
        at.x += at.vx * dt;
        at.y += at.vy * dt;
        const t = (now - t0) / 1000;
        const a = at.x * 0.4 + Math.sin(t * 0.21) * 0.07;
        const away = 0.2;
        const b = at.y < 0 ? -away * Math.tanh(-at.y * 0.3 / away) : at.y * 0.3;
        held = {
          a,
          b,
          t
        };
        const radius = bodyEl.offsetWidth * 0.42;
        slide = {
          x: -a * radius,
          y: -b * radius * 0.6
        };
        paintGround();
        const sway = compact ? 0.5 : 0.8;
        const dx = (Math.sin(t * 0.43) * 6 + Math.sin(t * 0.19 + 1.3) * 4) * sway;
        const dy = (Math.cos(t * 0.37) * 8 + Math.sin(t * 0.23) * 4) * sway;
        const lift = 1 + Math.sin(t * 0.31 + 0.6) * 0.016;
        bodyEl.style.transform = 'translate3d(' + dx.toFixed(2) + 'px, ' + dy.toFixed(2) + 'px, 0) scale(' + lift.toFixed(4) + ')';
        paintBody();
      });
      stop = () => {
        cancelAnimationFrame(rafId);
        io.disconnect();
        window.removeEventListener('pointermove', onMove);
        document.documentElement.removeEventListener('pointerleave', onLeave);
      };
    }
    const grainEl = boxEl.querySelector('.ant-hero-grain');
    if (grainEl && !grainEl.style.backgroundImage) {
      grainEl.style.backgroundImage = 'url(' + noiseTile(512, 0.9).toDataURL() + ')';
      grainEl.style.backgroundSize = 512 / DPR + 'px';
    }
    const repaint = () => {
      sheet = null;
      paintGround();
      paintBody();
    };
    const ro = new ResizeObserver(repaint);
    ro.observe(boxEl);
    const mo = new MutationObserver(repaint);
    mo.observe(document.documentElement, {
      attributes: true,
      attributeFilter: ['class']
    });
    repaint();
    return () => {
      stop();
      ro.disconnect();
      mo.disconnect();
    };
  }, [drawing, seed, compact, fieldSeed]);
  return <div className={'ant-hero' + (compact ? ' compact' : '')} data-hero ref={box} style={{
    '--level': level
  }}>
      <canvas className="ant-hero-ground" ref={groundRef} aria-hidden="true" />
      <div className="ant-hero-grain" aria-hidden="true" />
      <div className="ant-hero-shade" aria-hidden="true" />
      <div className="ant-hero-drawing" aria-hidden="true">
        <div className="ant-hero-body" ref={bodyRef}>
          <canvas ref={canvasRef} />
        </div>
      </div>
      <div className="ant-hero-words">
        {eyebrow ? <p className="ant-hero-eyebrow">{eyebrow}</p> : null}
        <h1 className="ant-hero-title">{title}</h1>
        {lede && !compact ? <p className="ant-hero-lede">{lede}</p> : null}
      </div>
    </div>;
};

<HeroBand eyebrow={"Getting started"} title={"Your hackathon, step by step"} drawing={"lattice"} seed={1152069596} compact={true} />

This page walks a participant through the hackathon, from installing the plugin to ranking the other teams. Your team is one project of the event, and a solo entrant is a team of one.

## Start here: the hackathon plugin

If you work with Claude Code, install the hackathon's plugin and let it do steps 1 to 4 with you. In Claude
Code:

```
/plugin marketplace add antasphere-hackathon/plugin
/plugin install plugin@antasphere-hackathon
```

Then run the join skill:

```
/plugin:join
```

It installs the command line, signs you in, asks your GitHub username, waits while you accept the
repository invitation, clones your team's repository, starts the app and opens it. It asks you before
anything that is yours to decide: your email, your GitHub username, the folder. The sign-in code and the
GitHub invitation are always yours to type and accept.

The plugin has two more skills. `/plugin:check` runs the checks of step 4, walks you through what they say
and reads the clock of step 6. `/plugin:demo` takes screenshots of your running app, builds your demo deck
from them, hosts it on Slideless and hands its link to the platform (step 9). The plugin is public, at
[github.com/antasphere-hackathon/plugin](https://github.com/antasphere-hackathon/plugin).

Either way, an organizer has put your email on the roster and added you to the event's organization
at [account.antasphere.com](https://account.antasphere.com). Sign in with that email: the roster is matched
on it. The hackathon opens only to the organizations Antasphere grants it; [Who can sign in](/hackathon/getting-started/access)
says what that means for you.

Without Claude Code, or to see what the plugin runs, the steps below are the same thing by hand.

## 1. Install the command line

The command line is the npm package `@antasphere/hackathon`, and its command is `hackathon`:

```bash theme={"theme":{"light":"rose-pine-dawn","dark":"rose-pine-moon"}}
npm i -g @antasphere/hackathon
hackathon --version
```

## 2. Sign in and connect

```bash theme={"theme":{"light":"rose-pine-dawn","dark":"rose-pine-moon"}}
hackathon login
hackathon connect
```

`login` asks for your Antasphere email, then for the code it sends you. That is your Antasphere account,
the one that opens every Antasphere tool, and it is stored once on this machine: `antasphere login` from the
account CLI, if you use it, signs in the same way and to the same place. The command knows where the
hackathon lives, `https://app.hackathon.antasphere.com`, so it takes no URL.

`connect` checks that the roster names you, then prints who you are, your team, your repository (`not
assigned yet` until the organizers have created it), the dashboard URL and the next command. An account
the roster does not name is refused: ask an organizer to add the email you sign in with. An account whose
organizations do not open the hackathon reads the refusal Antasphere gives, and the command exits with
code 3 ([Who can sign in](/hackathon/getting-started/access)).

Your team's repository invites your GitHub account. If the roster has no GitHub username for you, or the
wrong one, name yours:

```bash theme={"theme":{"light":"rose-pine-dawn","dark":"rose-pine-moon"}}
hackathon connect --github <your-github-username>
```

GitHub then sends you an invitation to the repository, by email and on the repository's page. Accept it
with that same GitHub account before you set up.

## 3. Set up your team's app

```bash theme={"theme":{"light":"rose-pine-dawn","dark":"rose-pine-moon"}}
hackathon setup
```

`setup` clones your team's repository into `~/Antasphere/hackathon/<your-team>`. To put it somewhere else,
name the folder: `hackathon setup --directory ~/code/my-team`. It prints each command before it runs it:

1. reads your team and your repository;
2. checks that GitHub lets your account push to the repository. If you have not named your GitHub username
   yet, or the invitation is still waiting, it stops and tells you what to do;
3. checks Git, Docker, the Docker daemon and Compose;
4. clones your team's repository with your own Git access. An existing clone of the right repository is kept
   as it is: it is never reset and no change is discarded;
5. writes the agent files (`--agent claude-code`, the default, or `--agent codex`);
6. starts the app with Docker Compose and waits until it is ready;
7. prints the local app URL, the dashboard URL and a summary.

Running `setup` again is safe. It resumes where it stopped and keeps your work. A repository that needs an
environment file before it starts, as the Malt × Antasphere starter does, is set up in two runs:
`hackathon setup --no-start` clones and installs without starting, you write the file, then `hackathon setup`
again builds and starts the app ([the Malt × Antasphere page](/hackathon/events/malt-antasphere-2026)).

## 4. Check your machine

```bash theme={"theme":{"light":"rose-pine-dawn","dark":"rose-pine-moon"}}
hackathon doctor
```

`doctor` changes nothing. It checks Git and the name and email your commits carry, Node.js 22 or later,
Docker, the Docker daemon, Compose, the free disk space, your sign-in, your place on the roster, your
repository and your access on GitHub, then your clone and the app. If you cloned outside the default folder,
pass it: `hackathon doctor --directory ~/code/my-team`.

It also proves that you can push: it runs `git push --dry-run` in your clone, so GitHub checks your access
with the credential of this machine, and nothing is sent. If GitHub refuses, `doctor` says which account
GitHub saw. Accept the invitation with the account on the roster, or sign in to GitHub on this machine with
that account (`gh auth login`, or an SSH key on it).

Each failed check prints what to do, written for your system: macOS, Linux or Windows. Every command exits
with a code that says what went wrong; the table is on [The commands](/hackathon/getting-started/commands).

## 5. Build and push

Work in your clone and push to your team's designated branch. `setup` and the Home page's submission card
name it.

What counts is the last push the platform **received** before the freeze, not the last commit on your
machine. Read [The clock, the grace and the freeze](/hackathon/concepts/the-clock) before the event. In short:

* push early, and push often;
* after a push, open the Home page and check **Last received revision** on your submission card against
  `git rev-parse HEAD`. `hackathon submissions list` shows the same line;
* the build ends at the build end. You then have exactly 15 minutes of grace to push your final changes.
  At the freeze, intake closes: a push received from then on is recorded and never counts.

## 6. Watch the clock

The Home page shows the phase, a countdown to the next deadline and every deadline in the event's time
zone, and a small timer stays on every page. The countdown follows the server's clock, not your device's.
The notices appear 15, 5 and 1 minute before the build end, at the start of the grace, 5 and 1 minute
before the freeze, and at the freeze. If an organizer moves the build end, you see a notice with the reason.

From the command line: `hackathon event status`.

## 7. Your team's chat and the help requests

The **Chats** page lists the channels open to you: the general one, your team's chat, and the thread of
each of your team's help requests. Your team, the coaches and the organizers read your team's chat. No
other team does.

Each channel works like a team chat app. Reply to a message in its thread, so the channel keeps only its
top-level messages. Edit or delete your own messages. React with an emoji, and mention anyone who reads the
channel with `@`. New messages, reactions and who is typing appear live, without a reload.

When you are stuck, open a request: a one-line title and what you need. A coach claims it and answers in
its thread. When it is sorted, anyone on your team resolves it; the thread then reads only, until someone
reopens the request.

From the command line: `hackathon requests open --title "…" --body "…"`, `hackathon chats list`,
`hackathon chats post <channelId> <your words>`.

## 8. The feed

The general channel is the event's feed. The organizers pin announcements at the top. Organizers,
participants and coaches post plain text, up to 4000 characters; the jury reads nothing here.

From the command line: `hackathon feed list` and `hackathon feed post <your words>`.

## 9. Hand in your two decks

Before the pitches, your team hands in two Slideless share links, a demo deck the jury can play alone and
the presentation you give on stage:

```bash theme={"theme":{"light":"rose-pine-dawn","dark":"rose-pine-moon"}}
hackathon decks link --demo https://<host>/v/<token>/ --pitch https://<host>/v/<token>/
hackathon decks show
```

Either link alone updates just that link. `/plugin:demo` makes the demo deck from screenshots of your
running app, hosts it on Slideless and runs `decks link --demo` for you. A third link, the vote presentation, is the short deck the other
participants watch on the **Vote** page and rank (`hackathon decks link --vote https://<host>/v/<token>/`, or
`/plugin:vote` with your agent); your team is a vote candidate once it is set. The **Teams** page shows every
team's `Demo deck` and `Presentation`. What each deck holds, and how the vote works, is on
[Decks and the community vote](/hackathon/concepts/decks-and-voting).

## 10. Rank the other teams

When the organizers turn the vote on and open it, the **Vote** page lists every other team. Your own team is
listed apart: you cannot rank it.

* Order the teams, best first.
* **Save draft** keeps a ranking in progress. It may be incomplete.
* **Submit ballot** needs every other team exactly once. You can submit again until the vote closes; the
  last submission replaces the one before. Only a submitted ballot counts.

You have one ballot. After the close, an organizer releases the result, and it appears on the same page.
