Trisha
@trishadev.bsky.social
76 followers 73 following 130 posts
Enthusiast of vintage computers and retro games. Passionate about exploring the history of computing and classic gaming systems. Noob dev exploring and testing code and scripts to help computer software run smoothly and function as intended. She/her.
Posts Media Videos Starter Packs
Pinned
trishadev.bsky.social
I want to start learning graphics programming/gamedev by manually plotting pixels on the screen, Windows only at the moment. This approach will help me understand the low-level mechanics behind how graphics are rendered before moving on to more advanced tools and game engines.
Reposted by Trisha
vulkan.org
This Sunday is the deadline for submissions to Vulkanised 2026. Submit your title and short abstract today!

Vulkanised 2026 submissions: vulkan.org/events/vulka...
#vulkan #vulkanised #GPU #API
trishadev.bsky.social
Hey Dex 💕 thanks sooo much for the repost 😘 you're the sweetest!
trishadev.bsky.social
And yes, I prefer light mode. I’m that person who doesn’t like dark mode in my code editor, because why code in the shadows when you can burn your retinas in style? 😄💡
trishadev.bsky.social
But honestly, this post is really about line breaks- I just found out about the <para> XML tag, which you can use to add spacing or line breaks in method descriptions or remarks in XML docs. 😅
trishadev.bsky.social
I'm working on a generic manager base collection class in C# for my GameDev Vulkan API mini engine that can create, select, and remove objects by Index, UID, or name. Since not all managers need to enforce unique names, I added a method to allow this feature to be disabled.
trishadev.bsky.social
Thanks! I'm just getting into graphics APIs- started with Vulkan on .NET, because I like my learning curves vertical 📈... and apparently, I enjoy suffering. 😄
trishadev.bsky.social
This level of control and insight is exactly what makes Vulkan so powerful, even if it comes with a steeper learning curve. Looking forward to diving deeper into pipeline creation next!
trishadev.bsky.social
One of the things I really appreciate about Vulkan is how transparent and detailed it is, you can query and extract all supported formats, depth formats, and even check for supported or unsupported features directly through the API.
trishadev.bsky.social
I've already initialized the Vulkan API, as mentioned in my previous post about my GameDev journey-building a pet 2D mini engine using Vulkan API and C#.

Today, I successfully completed the device creation step,
and it feels really great! 😊

Quick look at some of the capabilities exposed:
trishadev.bsky.social
Sure, you might find a goldmine of info, but you’ll also get a lot of noise, random opinions, and distractions, instead of just cutting straight to the answer without all the hassle.
trishadev.bsky.social
Sometimes it’s more effective to ask AI than to post on certain forums, where many participants either lack accurate knowledge or veer off-topic instead of answering the actual question.
trishadev.bsky.social
✨ Every line of code is written from scratch using C# 9.0 and Vulkan API version 1.4.321. 💻🖤 No wrappers, no engines — just pure interoperating with Unmanaged Code fun and full control! 🚀🎮
trishadev.bsky.social
✅ Console debug output is working successfully, and the debug messenger has been set up correctly! I'm now receiving real-time validation messages from Vulkan, which makes it so much easier to track what's happening under the hood. This is a huge step forward for my debugging and gamedev! 💬🛠️💖
trishadev.bsky.social
🌟 My Steps for Initializing the Vulkan API 🌟
trishadev.bsky.social
Next up: creating the logical device, so I can finally start communicating with the GPU. I'm super excited to see everything coming together, bit by bit, in my gamedev journey using a custom 2D game engine. 💖🎮💻
trishadev.bsky.social
✨ Happy Update! GameDev ✨

I'm working in pure C# 9.0 with Vulkan API version 1.4.321, and so far, I've successfully initialized the system API, Yay! 🎉
trishadev.bsky.social
My primary platform targets for the C# Vulkan engine are Windows, Android, and the Steam Deck. Vulkan's cross-platform nature makes it ideal for this goal, and using C# allows me to leverage my existing experience while maintaining a modern and productive development workflow.
trishadev.bsky.social
This project is purely for educational purposes and driven by my enthusiasm for graphics programming, and I can't wait to draw my first quad!
trishadev.bsky.social
I'm currently developing a very simple 2D mini engine using Vulkan and C#. I chose C# as the primary language because I use it extensively at work, which makes it more convenient and efficient for rapid prototyping and iteration.
trishadev.bsky.social
Nice! But are there shortcut keys for building units? They're essential in an RTS game.
trishadev.bsky.social
I’m just counting down the days until Fable releases next year. I can’t wait to see how the new game turns out!
trishadev.bsky.social
Alright! I'm starting to learn Vulkan API using Sascha Willems' examples. A friend here from Bluesky, who prefers not to be mentioned XD, has kindly offered to help me build a small 2D engine as part of my gamedev learning journey.
trishadev.bsky.social
It's a State-of-the-art and 40MB hard drive was considered pretty solid (for its time)!
trishadev.bsky.social
Nice work! Sometimes, a mesh with an animated texture can create a better-looking thrust effect than a particle-based one.