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)
Replying to @ShawnDevDedalus
Oh man imI remember installing these in my CPU builds!
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Replying to @ShawnDevDedalus
I've been using Linux a long time but it is been very minimal. Just for small things. I was using Windows for a daily driver for a long long time, but I've switched to Linux for a daily driver. You truly don't get the difference until you try them for a decent amount of time
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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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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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Replying to @YourAnonNews
Okay, I've heard about this but is this serious? Are people actually getting interviewed by AI? That's quite absurd if that's the case.
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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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Replying to @TalesOfEmberTCG
Thanks! Yeah. I think it was the right call long term as well.
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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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