TrishaDev
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trishadev.bsky.social
TrishaDev
@trishadev.bsky.social
Enthusiast of vintage computers and retro games. Passionate about exploring the history of computing and classic gaming systems, and what excites me most is the challenge of building my own game entirely from the ground up!

Human|She/her|I don't read DMs.
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😱OMG You Guys! 💃

I finally got my Vulkan API .NET GameDev Project to render a triangle! 💻🚀

And no, it's not just a triangle - this baby is serving a Raster, Blend, and Material states like it's walking the runway at Shader Fashion Week 💃😇
Ugh, I seriously thought my normal mapping was working this whole time… but something just felt off. And guess what? I was right, finally got it working properly! ✨💖

#GraphicsProgramming #GameDev #IndieDev
#GraphicsRenderer #Vulkan #DotNet #CSharp
December 4, 2025 at 8:00 AM
Measuring mipmap generation performance 📐

On average, generating a 1024×1024 texture with 10 levels of detail (LODs) is estimated to take only about 100 milliseconds.

#GraphicsProgramming #GameDev #Vulkan #DotNet #CSharp
December 3, 2025 at 8:58 AM
Yay! Finally got the auto mipmaps generation working! 🎉 I can now select it when loading a texture. Let’s see how it looks with a 512x512 image at different LOD biases, overriding the default 0 auto mipmaps! 💖✨

#GraphicsProgramming #GameDev #IndieDev
#Vulkan #DotNet #CSharp
December 2, 2025 at 8:14 AM
It's been 3 days trying to incorporate automatic mipmap generation into my mini engine, but still no luck. 😭 I'm having a hard time getting it to work - struggling with the source and destination barriers. 🙁
#GraphicsProgramming #GameDev #Vulkan #DotNet #CSharp
December 2, 2025 at 1:22 AM
Yes! I'm actually being productive today! 👩‍💻🔥 I added 𝗔𝗹𝗽𝗵𝗮 𝗧𝗿𝗮𝗻𝘀𝗽𝗮𝗿𝗲𝗻𝘁 and 𝗔𝗹𝗽𝗵𝗮 𝗧𝗿𝗮𝗻𝘀𝗹𝘂𝗰𝗲𝗻𝘁 to the scene. Single-pass rendering with no duplication of front or back faces. ✨🌟

#GraphicsProgramming #GameDev #IndieDev
#Vulkan #DotNet #CSharp
November 27, 2025 at 10:48 AM
Applied several fixes to the spotlight system. Illumination is now restricted to pixels with surface normals oriented toward the light direction, while pixels facing away from the light source receive no lighting. 💡

#GraphicsProgramming #GameDev #Vulkan #DotNet
November 27, 2025 at 3:30 AM
An unlimited number of lights💡can be created in the Light Manager. But, each object can only receive contributions from up to 8 lights when using the DefaultEffect. These effects automagically select and apply the most relevant lights to each object.

#GraphicsProgramming #Vulkan #GameDev #CSharp
November 26, 2025 at 9:16 AM
It seems that I’m hitting the standard maximum push-constant limit of 128 bytes. It’s time to pack four (4) integers into a single float. 👩‍💻➗🧙✖️ 📐➕🔮

Imagine if I have 8 floats, that is already 32 pieces of data, each piece in the range of 0-255.💡

#GraphicsProgramming #GameDev #Vulkan #Shader
November 26, 2025 at 3:28 AM
I still find Visual Studio a good editor for writing my shaders. It’s like coding in C# with all the bells and whistles of the editor features. No! I don't like dark mode😊

#GraphicsProgramming #GameDev #Vulkan
#HLSL to #SpirV
November 25, 2025 at 3:09 PM
✨ Ladies and gentlebeans, we finally have a gorgeous Spotlight - along with Ambient, Directional, and Point (omni) lighting, 💡 plus dreamy Fog and object Diffuse! And the best part? Every object is rocking a single, unified shader and material effect. ✨
#GraphicsProgramming #GameDev #Vulkan #CSharp
November 25, 2025 at 12:25 PM
𝗙𝗿𝗼𝗺 𝟲𝟬 𝗙𝗣𝗦 𝘁𝗼 𝗼𝘃𝗲𝗿 𝟱𝟮𝟬+ 𝗙𝗣𝗦! 😱

I just did a major overhaul, and the performance gains are unbelievable. I use 𝗦𝘁𝗮𝗴𝗶𝗻𝗴 𝗕𝘂𝗳𝗳𝗲𝗿𝘀 (optional), which adds even more flexibility. I honestly can’t believe it’s running this fast - and it’s all pure written in C#.

#GraphicsProgramming #Vulkan #GameDev
November 24, 2025 at 3:58 PM
Stone and fabric objects should not display high-intensity or tight specular highlights, as this causes them to appear plastic or overly glossy, like in my previous post😱I want to make sure everything here is just using a single shader and material.
#GraphicsProgramming #GameDev #Vulkan #DotNet
November 24, 2025 at 11:34 AM
Fixed the Blinn–Phong term and the specular highlight for my point light. The issue was that the Blinn half-vector wasn’t being calculated correctly, so the specular contribution never appeared. The specular highlight now renders as expected.😓 #GraphicsProgramming #GameDev #Vulkan #DotNet #CSharp
November 24, 2025 at 7:49 AM
Yeah, making your own game engine isn’t all that common these days, but honestly, I’m having a great time with it. It’s a lot of work, but I’m really enjoying the process and learning a ton along the way.

#GraphicsProgramming #GameEngine #GameDev
#Vulkan #DotNet
November 23, 2025 at 6:09 PM
Fog mode: activated! ✨ I just added fog to my DefaultEffect, and honestly? It looks like my project is about to spill some tea and vanish into the mist. 🧙🔮

#GraphicsProgramming #GameEngine #GameDev
using #Vulkan in #DotNet on #CShart
November 23, 2025 at 3:57 PM
Well, since MSAA is already handled, why not add Anisotropic filtering? After all, Anisotropic filtering is just a texture-sampling technique, and on most GPUs its performance cost is very low - often close to negligible.

#GameDev #GameEngine #Vulkan #DotNet #CSharp
November 23, 2025 at 7:44 AM
Just added MSAA anti-aliasing to my little engine! MSAA can be pretty slow, but I’m still hitting 60 FPS with 8× samples, which is nice. Let's see how much difference it actually makes on screen when zoomed.

#GameDev #GameEngine #Gaming #Vulkan #DotNet #CSharp
November 23, 2025 at 2:58 AM
After a long night (hello, 3:00 AM 🥲), my Omni lights are finally working… and my room looks like a dreamy, pastel wonderland now 🌸✨

#GameDev #GameEngine #Gaming
#Vulkan #DotNet #CSharp
November 22, 2025 at 1:21 AM
YAY! 16 days of GameDev from scratch using the Vulkan API and .NET C#: from triangle 🔺 to normal mapping 3D world. 💃

How it started Vs. How it’s going 💃💻 👩‍💻
November 21, 2025 at 11:55 AM
This will likely serve as my 𝗗𝗲𝗳𝗮𝘂𝗹𝘁𝗘𝗳𝗳𝗲𝗰𝘁, consisting primarily of a 𝗖𝗼𝗹𝗼𝗿 𝗺𝗮𝗽 and a 𝗡𝗼𝗿𝗺𝗮𝗹 𝗺𝗮𝗽. The remaining work involves configuring the lighting environment, including 𝗔𝗺𝗯𝗶𝗲𝗻𝘁, 𝗗𝗶𝗳𝗳𝘂𝘀𝗲, and 𝗦𝗽𝗲𝗰𝘂𝗹𝗮𝗿 𝗰𝗼𝗺𝗽𝗼𝗻𝗲𝗻𝘁𝘀, to achieve the final visual appearance.

#GameDev #GameEngine #Vulkan #CSharp
November 21, 2025 at 9:40 AM
Been experimenting w/ lighting and refining how diff lighting setups affect the scene. It’s been easy to prototype quick UI tools in WinForms/WPF, which makes it easy to adjust params in real time and test diff settings w/o constantly rebuilding the project.
#GameDev #GameEngine #Vulkan #DotNet
November 20, 2025 at 6:35 PM
Tweaking my head to byte-align my DefaultEffect with lighting in HLSL😅 I’ve been working on push constants and UBOs, I realized it’s really important to get byte alignment right, otherwise I might hit weird bugs, crashes, or performance drops on the GPU.
#GameDev #GameEngine #Vulkan #CSharp #DotNet
November 18, 2025 at 9:55 AM
What began as a simple attempt to create a lightweight 2D engine in Vulkan using C# ended up taking on a life of its own. I kept exploring the API, and experimenting with features… and before I knew it, I had a functional mini 3D engine running. 😱
#GameDev #GameEngine #Vulkan #CSharp
November 17, 2025 at 7:07 AM
I can now confirm that using 𝗶𝗻𝗱𝗲𝘅𝗲𝗱 𝗴𝗲𝗼𝗺𝗲𝘁𝗿𝘆 in Vulkan has better performance compared to submitting 𝗻𝗼𝗻-𝗶𝗻𝗱𝗲𝘅𝗲𝗱 𝘃𝗲𝗿𝘁𝗲𝘅 𝗱𝗮𝘁𝗮. It reduces vertex duplication, improves cache locality, and allows the 𝗚𝗣𝗨'𝘀 𝗽𝗼𝘀𝘁-𝘁𝗿𝗮𝗻𝘀𝗳𝗼𝗿𝗺 𝘃𝗲𝗿𝘁𝗲𝘅 𝗰𝗮𝗰𝗵𝗲 to operate efficiently...
#GameDev #GameEngine #Vulkan #DotNet
November 16, 2025 at 3:15 PM
Some 3D meshes may not render correctly, esp. when they come from different 3D modeling apps or exporters. It’s useful for a loader to have options to reverse, fix, or rebuild mesh data. However, ideally handled during the asset-cooking stage rather than at runtime.
#GameDev #Vulkan #DotNet #CSharp
November 15, 2025 at 2:25 PM