Half 2026: Updates, News and Goals

Over the last 6 months, there have been some major changes in my work and project roadmap. The most notable change is that I have a full-time job as a senior software engineer in Thunder Compute. Despite my new position, I'm still able to continue working on my projects, so there won't be any abandonment; on the contrary, there will be better developments. Earning a salary will allow me to make better decisions, not dictated by money or the rush to generate income to survive. This has led me to reevaluate some decisions I made towards the end of 2025 that I didn't really like, such as the idea of ​​releasing TMD as a commercial product. In fact, this is what I said:

"TMD will most likely be developed and distributed in collaboration with another software house with expertise in the HPC sector. This will be a crucial step in further establishing the product. The exact steps are not yet clear; most likely, part of the code will be licensed, obviously without sacrificing the framework for the other products."

Well, I'm glad to announce that this will never happen, that now TMD is totally FREE and will always continue to be. That kind of choice would have destroyed the initial aim of this project, which was to provide a free alternative to paid remote desktop software, free from the highly speculative environments of large corporations or small local entrepreneurs who have to adapt to those standards. Eliminating this toxic environment will bring a whole series of benefits to the software, including: no forced extreme simplification of graphical interfaces to make it idiot-proof (this very often limits the software usability for mere commercial reasons); freedom to develop unpopular features such as supporting dead versions of Linux (such as CentOS 7), gaming stations (such as the Switch, XBox or PS5) or obsolete operating systems (such as AmigaOS 4.1); no support requests from customers from all over the world, with the most absurd tickets and questions, which steal precious time from software maintenance and the development of other projects; greater decision-making power for its author (me), who will not have to submit to the dictates of others (which is very important).

All of this has already allowed the development of new features, without any deadlines or limits imposed by others. It was possible to add hardware encoding and decoding on MacOS. Currently, I'm working on porting the framework to Emscripten / WASM, to support the web-browser client. The day after tomorrow, if I'm interested, I might add gamepad support or virtual session on Linux or the porting on Android. Developing new features over time, without restrictions, will make this software great. The goal now is to cover most of the missing features to make it highly competitive with commercial alternatives, such as headless management of physical machines, proprietary video and audio drivers, and a credential provider on Windows.

The freedom of action has also improved the framework development, which will allow me to achieve new goals towards the end of the year, such as the release of PC Breathless. After many years, I've continued developing this game again, adding physics, a trigger system, and interaction right up to the last level. You could say the game is already complete, but without the enemies. Once I've added the enemies, the game will be complete and released. The goal is to achieve this by the end of 2026.

Leave a Reply