Calvin Wilkinson (Kinson Digital) (@KDCoder) header
Calvin Wilkinson (Kinson Digital) (@KDCoder) profile picture

🇵🇹SWE | Clean Code 🧹 | dotnet | USAFVet | Whisky🥃| HeavyMusic 🎸 | CICD Tools ⚙️| Game Dev Tools 👾| Building https://teapaw.org/t.co/HOTwy6BEG0

Porto, Portugal
Joined March 2009
Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)Photo by Calvin Wilkinson (Kinson Digital) (@KDCoder)
It is amazing how sslllloooowwww windows feels now that I have been using Linux for awhile. Wow, it is painful! It is amazing how something becomes normal.
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So I have an application that I use for manual testing. This is one of the testing scenes for the new game controller support. Basically, it is a Velaptor application where each scene tests a Velaptor feature and is used for manual testing. It has been super valuable!
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If your building a 2D engine from scratch vs. using a framework—where do you spend most of your dev time? Rendering is where I have spent most of my time. What’s your biggest bottleneck right now when developing games? Learn more: docs.velaptor.io #gamedev #dotnet
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Maybe not a popular opinion, but I don't think we should be having agents write everything. That is not using it as a tool, that is using it as a replacement. We then become dependent on the AI which comes with all kinds of long term issues, and we deskill ourselves.
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Two changes in #velaptor preview.48 you won't see, but will feel: 🧠 Fonts & atlases use reference counting now, which means nothing gets disposed while in use 🗑️ Fixed an allocation issue with font rendering This means less GC pressure, and smoother frames! #gamedev #dotnet
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Drawing styled text in #velaptor used to take extra work. Now it's one call: ITextRenderer.Render(font, text, pos, size, angle, color) Position, size, rotation, and color in a single shot. Perfect for angled HUD titles. Docs: docs.velaptor.io #gamedev #dotnet
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#velaptor has high-performance audio powered by my open-source audio library CASL! 🔉 Stop worrying about audio complexities. Choose your mode: ✅ Instant playback for SFX. ✅ Audio streaming for music. Efficient. Simple. Powerful. 🎵 #gamedev #dotnet
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One thing you won't miss after upgrading to #velaptor preview.48: Managing native libraries! wgpu-native now gets copied next to your app automatically on build. Windows, macOS, Linux. No missing library surprises. #gamedev #dotnet
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Holy crap. They actually released union types for C#! What can you not do with C#...just amazing!
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Sprites, HUD text, debug lines—everything your 2D game needs in one unified pipeline. 🚀 The #velaptor rendering system is built for speed and C# developer comfort. Draw anything, fast, without the boilerplate. 📄 Docs: docs.velaptor.io #gamedev #dotnet
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Honest numbers from #velaptor preview.48: The render coordination has been improved by 4.6%. Small, but it stacks with the font-rendering allocation fix, which means less GC pressure, and fewer stutters mid-frame. I'll take real 4%'s over big promises anyday. #gamedev #dotnet
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Shipped quietly in #velaptor preview.48: The renderer now tracks the total size in KB of every batch—texture, font, shape, and line data going to the GPU. Not public API yet. It's the groundwork for memory usage stats in a future release. 👀 #gamedev #dotnet
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Two new things in #velaptor v1.0.0-preview.48 I really like. 🎬 🎥 A 2D camera: pan, zoom, rotation, plus world-to-screen helpers. 📈 A built-in FPS counter—Ctrl+Alt+Shift+S toggles it. Metrics now include 1% & 0.1% lows. docs.velaptor.io/blog/velapt… #gamedev #dotnet
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Good point! I am sure you can do it manually yes. Maybe some nice helper methods can make it less "manual".
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🔊 A game without sound is a slideshow. A game without input is a movie. #velaptor gives you full-featured audio playback and precise keyboard + mouse input — everything you need to make your game feel alive. Dive in: docs.velaptor.io #gamedev #dotnet
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#velaptor v1.0.0-preview.48 fully runs on Windows, macOS, and Linux. Same C# code on all 3. Bonus: shapes render correctly on macOS now—they didn't before. Fixed. Write once, ship on all three desktops. docs.velaptor.io #gamedev #dotnet
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Controller support is going well so far. I have all buttons and thumbticks working, triggers, and vibration/haptic feedback! All sample projects will be updated eventually as well to use a controller, and of course docs on how to use it.
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Heads up: #velaptor v1.0.0-preview.48 ships with breaking changes. ⚠️ Scenes no longer implement IDisposable, IFontRenderer is now ITextRenderer, and the window isn't disposable. Hit a snag upgrading? Release discussion: github.com/KinsonDigital/Vel… #gamedev #dotnet
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#velaptor v1.0.0-preview.48 squashes ~18 bugs: no more crashes on close, minimize, or scene switching. 🐛 Next up: controller support & .NET 10. What else should I build? Get it: dotnet add package KinsonDigital.Velaptor --prerelease #gamedev #dotnet
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