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://xitter.twitterapi.xyz/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)
Holy crap. They actually released union types for C#! What can you not do with C#...just amazing!
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My agents write *almost* everything now. /hj
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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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How to piss off a clanker that’s interviewing you for a job
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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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Linux users, which desktop environment do you prefer? GNOME XFCE KDE
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Replying to @KDCoder
It's incredible. But really unfortunate timing...
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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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doing the big swap before 1.0 is the right call, much cheaper than after people depend on it. glad the shaders came over easier than expected, best of luck with the new renderer
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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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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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#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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The macOS shapes fix is the detail that makes 'same code on all three' reassuring. Congrats on getting four months of renderer work into a release!
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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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Four months solo on a WebGPU backend is a big milestone. Congrats on the release!
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Thanks!! Appreciate that. It was a ton of work for sure.
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Replying to @KDCoder
Nice to see 1% and 0.1% lows in the release notes too. Have you compared those on the same scene before and after the backend swap? Average FPS can hide a lot of stutter.
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I have not no. it was just a pointed performance improvement measurement.
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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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Game dev is so fun until you remember the crushing weight of needing to make money 🤗 #gamedev
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So true. I have the same feeling with Velaptor. Not a game, but game framework. Same result though. I have not made anything! 😬 docs.velaptor.io
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