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.
Hey, good find! Don’t worry - I’ve got you covered. 🥰 I’ll just reverse the UVX✅ Here you go…
December 3, 2025 at 3:04 PM
Making it suitable for real-time or near–real-time content pipelines, automated mipmaps generation, and large-scale batch processing without becoming a bottleneck.
December 3, 2025 at 9:00 AM
This implies that a set of 10 textures - each with its own 10 LOD
mipmaps - can be produced in roughly one second. In practical terms, this performance level enables rapid texture preprocessing.
December 3, 2025 at 9:00 AM
Nice! It supports a lot of platforms. 🥰
December 3, 2025 at 8:50 AM
Perfect! What’s the backend API powering it?
December 3, 2025 at 1:04 AM
Wow, this is absolutely fantastic! 😍✨ The level of detail and creativity you've put into your work is seriously inspiring! 🎮💡
December 3, 2025 at 12:26 AM
This version clarifies that mipmaps are generally used to improve performance for objects that vary in distance from the camera, but for objects that stay close to the camera, their absence may not have a significant impact.
December 2, 2025 at 9:48 AM
If the game object is always near the camera and remains at a consistent distance, generating mipmaps may not be necessary. In such cases, mipmap generation becomes optional, as the object will always be rendered at its highest resolution without noticeable performance loss.
December 2, 2025 at 9:47 AM
I prefer GPU-driven automatic mipmap generation over pre-baked mips, since modern hardware can generate full mip chains extremely quickly via optimized blit or compute paths. 😭😥☹️
December 2, 2025 at 1:36 AM
I want this feature because mipmapping improves sampling efficiency and image quality by selecting lower-resolution levels for distant fragments, reducing aliasing and improving cache utilization. 😥
December 2, 2025 at 1:35 AM
…and the problem is that most examples of shadow-map implementations in Vulkan available in the wild are written in either C or C++, which makes it harder for me to find clear guidance or reference material for C# 😅
November 27, 2025 at 11:51 AM
Alright, I’m feeling a bit overwhelmed, because my next step is implementing a 𝘀𝗵𝗮𝗱𝗼𝘄 𝗺𝗮𝗽. The technique is starting to feel intimidating, and I want to understand the steps clearly to make sure I’m doing it correctly.
November 27, 2025 at 11:47 AM
Any volunteers as an offering to the GPU gods? Payment accepted in blood, sweat, and thermal paste. 😱🔮🧙💫🎩
November 26, 2025 at 1:06 PM
I only use 3 types of light culling. 𝟭𝘀𝘁, the system determines which lights are actually present in the scene. 𝟮𝗻𝗱, it filters which lights are relevant to each object. 𝟯𝗿𝗱, at the pixel level, light culling ensures that the lighting routine isn’t processed if a pixel isn’t affected by any lights.
November 26, 2025 at 9:46 AM
It's illuminated by a variety of light sources, each adding its own special sparkle. These include 𝗔𝗺𝗯𝗶𝗲𝗻𝘁 𝗹𝗶𝗴𝗵𝘁, 𝗗𝗶𝗿𝗲𝗰𝘁𝗶𝗼𝗻𝗮𝗹 𝗹𝗶𝗴𝗵, 𝗢𝗯𝗷𝗲𝗰𝘁 𝗱𝗶𝗳𝗳𝘂𝘀𝗲 𝗹𝗶𝗴𝗵𝘁𝗶𝗻𝗴, an all-around glowing 𝗢𝗺𝗻𝗶 𝗣𝗼𝗶𝗻𝘁 𝗹𝗶𝗴𝗵t, and a focused, dramatic 𝗦𝗽𝗼𝘁𝗹𝗶𝗴𝗵𝘁. 💃 Together, they create a bright, magical atmosphere. ✨💗💡
November 26, 2025 at 9:30 AM
... but I'll see what I can do 😅💃
November 26, 2025 at 3:31 AM