# rosie (blogs) — RSS Amplifier

Recent posts from the 2 feeds in the RSS Amplifier directory that cover rosie.

Page: <https://rssamplifier.com/topics/rosie/blogs>  
Feed: <https://rssamplifier.com/topics/rosie/blogs.md>

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## [MVVM In Web Games](https://timmykokke.com/blog/2026/2026-06-29-mvvm-in-web-games/)

_2026-06-29 · Blog on Timmy Kokke_

Hello Coders! 👾 Back in the days of Silverlight and later WPF MVVM was my go-to pattern to bind my models to the views . It is a great way to separate concerns in a project. I realized it works pretty well for games too! Back then, I used C# with the INotifyPropertyChanged interface. In this post, I will be using TypeScript and a reactive state system. The principles are the same though.…

## [Automatic GitHub Deploy to itch.io](https://timmykokke.com/blog/2026/2026-05-01-github-deploy-to-itch/)

_2026-05-11 · Blog on Timmy Kokke_

Hello Coders! 👾 Automating itch.io uploads from GitHub Actions saves me time and removes the manual upload step when I want to release a new version. In this post I show the workflow I use in production for my little games: push a version tag, let GitHub Actions build the project, and push it to itch.io with Butler . Why automate itch.io deployment The biggest benefit is consistency. The same…

## [Automatic Imports](https://timmykokke.com/blog/2026/2026-04-01-automatic-imports/)

_2026-04-01 · Blog on Timmy Kokke_

Hello Coders! 👾 I keep running into the same problem in almost every game I build, especially when the project gets a bit bigger. Once I have a few components, systems, and helper modules, my main file turns into a long wall of imports. Then I add one extra file, forget one import, and lose time debugging something silly. Let Vite Do The Work I recently (finally) switched to Vite . One small…

## [Automatic Font Parsing for A-Frame](https://timmykokke.com/blog/2026/2026-03-30-aframe-font-asset/)

_2026-03-30 · Blog on Timmy Kokke_

Hello Coders! 👾 When I work with text in A-Frame, the most annoying part usually is not the text component itself. The annoying part is getting a font into the format that A-Frame expects. Most fonts I have around are normal TTF or OTF files, and I don&rsquo;t want to manually convert them every time I start a new WebXR prototype. To keep that process simple, I use PixiJS AssetPack to…

## [Getting Started in Game Development](https://timmykokke.com/blog/2026/2026-03-23-getting-started/)

_2026-03-23 · Blog on Timmy Kokke_

Hello Coders! 👾 When I gave talks at conferences and while speaking with people at meetups, I get sometimes asked how to get started as a game developer. Even people that straight out ask how to get as good as I am. First, I think this is really overrating me, as I don’t consider myself a particularly good game developer, but I guess I earned my stripes and probably suffer from some imposter…

## [OSS LLM Model Name Codes Explained](https://timmykokke.com/blog/2025/2025-12-12-llm-codes/)

_2025-12-12 · Blog on Timmy Kokke_

Hello Coders! 👾 If you&rsquo;ve ever looked into working with open-source LLMs in tools like LM Studio , then you&rsquo;ve probably seen model names like Qwen3-14B-Claude-Sonnet-4.5-Reasoning-Distill-GGUF or Llama-3.1-8B-GPT-4-CodeInstruct-bnb-4bit . At first you notice the well-known names in there, like &lsquo;Claude-Sonnet&rsquo; or &lsquo;GPT-4&rsquo;, but then these names start to look like…

## [Closing the MVP Chapter](https://timmykokke.com/blog/2025/2025-07-12-closing-mvp-chapter/)

_2025-07-12 · Blog on Timmy Kokke_

Hello Coders! 👾 After (almost) 16 incredible years, my journey as a Microsoft MVP has come to an end. It&rsquo;s a moment I knew might come someday, but it still feels a bit surreal to actually write these words. My MVP journey began back in 2009, during the early years of Silverlight and HTML5. I spent countless late nights experimenting and exploring how I could bring rich graphics and…

## [Why WebXR](https://timmykokke.com/blog/2025/2025-06-14-why-webxr/)

_2025-06-14 · Blog on Timmy Kokke_

Hello Coders! 👾 I&rsquo;ve been working with WebXR for quite some time now, and there&rsquo;s something that&rsquo;s been bothering me. Whether I&rsquo;m talking to someone about WebXR, reading comments on Reddit or X, or checking out news articles, people always tend to compare it to titles like Half-Life: Alyx or Beat Saber . And while those are fantastic games, this comparison completely…

## [Smooth Camera Follow](https://timmykokke.com/blog/2025/2025-04-30-player-follow/)

_2025-04-30 · Blog on Timmy Kokke_

Hello Coders! 👾 In this short tutorial, I&rsquo;ll show you how I created a smooth camera follow component for my GameDev.js 2025 jam entry I made with Wonderland Engine . This component smoothly moves the camera to follow the player character, keeping a consistent distance and height offset. I used it specifically in a platformer game, so the camera angle is limited to one direction. You might…

## [Loading Json](https://timmykokke.com/blog/2025/2025-04-28-loading-json/)

_2025-04-28 · Blog on Timmy Kokke_

Hello Coders! 👾 When I&rsquo;m developing my games with Wonderland Engine , I often need to load external data like level configurations or game settings from files at runtime. In this short tutorial, I&rsquo;ll show you a simple and effective way to load JSON files directly within your Wonderland components. Create a JSON Loader Component First, I create a new component class that inherits from…

## [From any door to your door (Sponsored)](https://crawlproof.com/a/adB7TMwazzeq)

_2025-04-28 · **Sponsored**_

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## [Supercharging Game Development with GitHub Copilot](https://timmykokke.com/blog/2025/2025-03-31-gamedev-with-copilot/)

_2025-03-31 · Blog on Timmy Kokke_

Hello Coders! 👾 Over the past year, AI-powered development tools have completely transformed how I build games. GitHub Copilot has become an essential part of my workflow when developing WebXR games with Wonderland Engine. Today, I want to share how I leverage Copilot to streamline my game development process and some practical tips to make it work better for your specific needs. How I Use…

## [The Vibecoding Illusion](https://timmykokke.com/blog/2025/2025-03-25-vibe-coding/)

_2025-03-25 · Blog on Timmy Kokke_

Hello Coders! 👾 We&rsquo;ve all seen the trend emerging in the development community. This has me both fascinated and concerned. They call it &ldquo;vibecoding&rdquo; - this idea that AI can now handle all the coding while developers just vibe and provide occasional prompts. While I appreciate a good meme as much as anyone, this concept misrepresents what professional development actually…

## [Basic Character Movement](https://timmykokke.com/blog/2025/2025-03-04-wle-character-movement/)

_2025-03-04 · Blog on Timmy Kokke_

Hello Coders! 👾 In this blog post, we will explore how to create a simple character movement system in Wonderland Engine. This will include setting up basic movement, adding animations, and switching between different states. The complete example project can be found at the GitHub Repository . Inspiration for this tutorial came from CodeMonkey &rsquo;s great tutorials for Unity. Let&rsquo;s get…

## [Using Singletons in Wonderland Engine](https://timmykokke.com/blog/2025/2025-02-14-wle-singletons/)

_2025-02-14 · Blog on Timmy Kokke_

Hello Coders! 👾 Singletons are a common design pattern used to make a class only have one instance and provide an easy point of access to it. In game development, this can be particularly useful for managing game states, configurations, or other resources that need to be accessed throughout. This tutorial will guide you through creating a singleton component for use in Wonderland Engine. What is…

## [Demystifying Event Handling in Wonderland Engine](https://timmykokke.com/blog/2025/2025-01-23-wonderlandevents/)

_2025-01-23 · Blog on Timmy Kokke_

Hello Coders! 👾 In this blog post, I&rsquo;m going to walk you through how to work with event handlers using the Emitter class in Wonderland Engine, specifically focusing on how to add parameters. As someone who works extensively with Wonderland Engine, I found this to be a somewhat unclear topic, so I believe it will be helpful for others as well. The Emitter Class The Emitter class in…

## [Eliza Effect](https://timmykokke.com/blog/2024/2024-12-10-eliza-effect/)

_2024-12-10 · Blog on Timmy Kokke_

Hello Coders! 👾 I recently learned about a fascinating phenomenon around AI called the Eliza effect . This effects highlights our tendency to attribute more understanding or intelligence to AI systems than they really have. The effect reflects our natural behavior to see human-like qualities in machines, despite their underlying simplicity. Why is it called the Eliza Effect? The term &ldquo;Eliza…

## [Demystifying Blend Modes](https://timmykokke.com/blog/2024/2024-10-10-gl-blendmodes/)

_2024-10-17 · Blog on Timmy Kokke_

Hello Coders! 👾 Understanding GL blend modes can be challenging, especially when dealing with visual effects like smoke or fire in your projects. Today I (finally) want to break down these blend modes, focusing on how they work in the pipeline settings of Wonderland Engine, without diving into coding specifics or getting too technical. What are GL Blend Modes? Blend modes in graphics are ways to…

## [Discriminating Union Types In Typescript](https://timmykokke.com/blog/2024/2024-10-05-discriminating-union-types-in-typescript/)

_2024-10-08 · Blog on Timmy Kokke_

Hello Coders!👾 Recently I&rsquo;ve been working on porting an ancient Unity game to the Wonderland Engine, and it&rsquo;s been an interesting process to rework the game’s features to fit into a new environment. During this port, I ran into Unity’s way of handling two specific types of properties in particle systems: Min/Max Gradients and Min/Max Curves. In Unity, you can choose the type of…

## [On The Fly Meshes](https://timmykokke.com/blog/2024/2024-10-02-on-the-fly-meshes/)

_2024-10-02 · Blog on Timmy Kokke_

Hello Coders! 👾 I was working on a project in Wonderland Engine today and wanted to create a mesh at runtime. It&rsquo;s a very powerful feature, but might seem a bit complicated at first. So, let me walk you through a simple example of creating a mesh. Generating geometry on the fly is incredibly useful for all kinds of effects. Here’s the code and a breakdown of what it does: import { Component…

