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Stop by github.com/KinsonDigital & help support 2D game, tool & library dev. 🚀
Support everything I do by going to: github.com/sponsors/KinsonDi… opencollective.com/kinsondig…
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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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
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
🔊 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
#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
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.
It's finally out: v1.0.0-preview.48 is the biggest release in #velaptor history. 🎉
The whole rendering backend moved from OpenGL to WebGPU. Old GL code deleted.
4 months. 1 dev. 440 files changed. ~26k lines added, ~26k deleted.
github.com/KinsonDigital/Vel…
#gamedev #dotnet
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
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
It's finally out: v1.0.0-preview.48 is the biggest release in #velaptor history. 🎉
The whole rendering backend moved from OpenGL to WebGPU. Old GL code deleted.
4 months. 1 dev. 440 files changed. ~26k lines added, ~26k deleted.
github.com/KinsonDigital/Vel…
#gamedev #dotnet
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
Loading assets shouldn't be difficult. 🎮
#velaptor 's ContentManager makes it painless:
✅ Type-safe content type generics
✅ Auto path resolution
✅ Built-in caching
Stop fighting file paths and start building your world.
docs.velaptor.io
#gamedev #dotnet
