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.
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
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
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
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
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
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
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
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