What happened at Cana Community weekly meeting?
@CanaBuildSI released a statement and new software to share the optimal token usage using https://t.co/Dae8w0dbSQ?
Get the most from your models.
Check the link for the complete video with features and token usage.
https://t.co/XLFGh3fz5a
Stop paying for Claude or Codex just for token limits.
Join the https://t.co/Dae8w0dJIo waitlist and get 120 million free tokens every month.
No Claude plan.
No Codex plan.
No credit card.
We’re approving spots daily — you won’t wait long.
👉 https://t.co/xJcOy85fl0
Tag a builder who’s tired of token anxiety 👇
#AIAgents #BuildWithAI #Claude #Cursor #FreeTokens #IndieHackers #DevTools #Cana
Look What we drop @CanaBuildSI Apply for waitlist and get 120 million token free per month (no need of claude/codex plan) Join the Waitlist Now https://t.co/Z9blWUMkKH
We are Aproving waitlist on Daily Basis, You did't have to wait for much.
@ColateAi@YogiYaramchitti@nayantiwariIN@NigamPPanda Join the waitlist and Develop Something Greate we will give free subscription for opensource project.
Let's support the community.
Cana T&C applyed.
Check this out from @iamthehimansh_ . The work done was a clear sign - how softwares are evolving now.
Using https://t.co/90DnZb6ROe from @ColateAi , the outcome was just unbelievable
DM to know more about it @iamthehimansh_@YogiYaramchitti@NigamPPanda@nayantiwariIN@AmalTiwari29
Kestrel is the 🎉first open-source🎉, gaming-focused Android player for Apple Silicon Macs.
I reverse-engineered parts of MuMuPlayer Pro using https://t.co/axwclKq63z ( Colate ) Desktop’s REA mod, then built Kestrel.
What started as “I want to play BGMI on my Mac” turned into work across Android graphics drivers, authenticated frame streaming, Metal rendering, multitouch injection and macOS window management.
I built and vibe-coded Kestrel with https://t.co/90DnZb6ROe. Its REA mod, based on the open-source REA project, helped me investigate emulator architecture and turn observations into experiments.
Kestrel uses Google’s Android Emulator underneath. The native player, input system and keymapping code are original; no proprietary emulator binaries or decompiled source are included.
Performance was a big part of the work:
• I compared pipe and ASG graphics transport across repeated boots. The tested workload showed no meaningful frame-time improvement, so I kept the existing default instead of adding a “performance” toggle without evidence.
• I measured inline versus shared-memory frame delivery. Shared memory reduced measured CPU cost and frame age, but synchronization remained uncertain. The player uses complete copied frames and a latest-frame mailbox so old frames don’t accumulate.
• I built the macOS display path with Metal, bounded in-flight rendering and aspect-correct scaling.
• I found a userdata-capacity mismatch that was invalidating snapshots. Preserving the actual disk capacity restored snapshot loading; three subsequent resume runs reached readiness in about 6.36 seconds.
• I investigated 120 Hz behavior. A virtual display reporting 120 Hz did not mean Android scheduled the app at 120 FPS. The setting now describes display refresh, not a guaranteed FPS unlock.
Compatibility required different debugging.
BGMI crashed inside the emulated EGL path. Disabling asynchronous swaps stopped the crash but left a black screen. Independent graphics tests exposed a context-creation problem; selecting built-in ANGLE for BGMI got it rendering.
Input had its own problems: releasing held touches on focus loss, preventing game mappings from stealing slider clicks, and keeping key hints visible across fullscreen Spaces.
BGMI now runs in my setup. Kestrel includes editable WASD/mouse controls, joystick push-distance tuning, fullscreen hints, instance management and a CLI.
It’s an early preview, not a promise of universal compatibility or being faster than every commercial emulator. The research documents successful experiments, rejected approaches and remaining limits.
If you work on Swift, Android graphics, input systems or performance testing, I’d love your feedback and contributions.
GitHub and the macOS download are in the comments.
#OpenSource #AppleSilicon #MacGaming #Swift #ReverseEngineering #BuildInPublic
I reverse-engineered parts of MuMuPlayer Pro using https://t.co/Z9blWUMkKH Desktop’s REA mod, then built Kestrel(https://t.co/0PZd4OGjXp) : an frist open-source Android gaming player for Macs.
I just wanted to play BGMI. Instead, I ended up Creating Gamming Emulator(1/7)
#Gaming