Trisha
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trishadev.bsky.social
Trisha
@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.
Pinned
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:
💅 Nothing too wild today - just me, my coffee, and a deep dive into the glamorous world of .NET and Vulkan API 💖 Currently trying to figure out how to do Texture arrays and Bindless magic to work in C# Basically 😓, I’m coding and crying in glitter. ✨✨✨

#GameDev #GameEngine #Vulkan #CSharp #DotNet
November 12, 2025 at 2:49 PM
Okayyy, it seems my OBJ loader finally leveled up! She’s now rocking even with just vertex positions and UVs, but with multi-group support with different materials - talk about versatility, babe! 💅🎀 Okay, I’m sleepy now… nytie~ 😴💤

( Credit Mixamo Model Remy )

#GameDev #GameEngine #Vulkan #DotNet
November 10, 2025 at 2:49 PM
Aww okay~ 💖 My OBJ mesh loader for .NET/C# is now working - and it’s both cute and fabulous! LOL ✨You’re totally right - the Wavefront .obj format isn’t that scary! It’s mostly just positions, texture coordinates, and normals! 🌸

#GameDev #GameEngine #Vulkan #CSharp #DotNet
November 10, 2025 at 8:47 AM
Today I finally finished implementing the different Blend States - SOLID OPAQUE, ALPHA TRANSPARENT, ALPHA TRANSLUCENT, and ALPHA SOLID TRANSLUCENT! 💖 It feels so satisfying to see everything blending beautifully now. 💃

#GameDev #Vulkan #CSharp #DotNet
November 9, 2025 at 2:26 PM
Seriously, guys — I had no idea this was even possible! 🎉

I just realized I might actually be able to build a Mario Maker style editor using what I’ve accomplished so far - hosting a Vulkan backend renderer directly inside a WinForms app.

#GameDev #Vulkan #CSharp #DotNet
November 9, 2025 at 7:20 AM
Phew~ it took me the whole day on my Vulkan API GameDev project in .NET/C#, to finally got the image loader, texture, and sampler working with the material! Feeling so good yet sooo sleepy hehe 💕🎨 Time to call it a night 🌙😴
November 8, 2025 at 6:59 PM
Stop the presses!😅 I actually got 𝗩𝘂𝗹𝗸𝗮𝗻 𝗔𝗣𝗜 𝗚𝗮𝗺𝗲𝗗𝗲𝘃 in .𝗡𝗘𝗧 to behave inside a 𝗪𝗶𝗻𝗳𝗼𝗿𝗺𝘀 𝗨𝘀𝗲𝗿 𝗖𝗼𝗻𝘁𝗿𝗼𝗹! 💃🔥 Who knew I’d spend my Friday night wrestling APIs instead of my hair straightener? 😂 But hey, it works, and I feel like a coding goddess! 👑💻
November 8, 2025 at 4:22 AM
✨ Confirmed! In reality, every dev is a dude! 😏
November 7, 2025 at 8:18 AM
So, I called my mentor, bcoz I was stuck with using semaphores in my Vulkan GameDev project. And guess what - it only took three lines of code to fix it!
He suggested creating a pool of at least 8 semaphores and iterating through them before acquiring the next image...
November 7, 2025 at 7:56 AM
What kind of sorcery and unholy black magic is this?!👀 My Vulkan API GameDev project in .NET/C# is actually running on WinForms! I swear I didn’t sacrifice any GPUs to the coding gods today… or did I? ✨
November 7, 2025 at 4:24 AM
In my Vulkan API implementation for .NET GameDev project, I rendered a single triangle model using lock draw frame of ErraticVolatile and achieved 2.5K FPS. 🥰 When testing with a scene containing 3K triangle models, I was still able to maintain approx 60FPS 😱 using per-model, per-mat rendering.
November 6, 2025 at 1:55 AM
😱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 💃😇
November 5, 2025 at 5:40 AM
Writing an engine using Vulkan API in C# on my GameDev isn’t that hard, omg! it's just suuuper tiring and ridiculously verbose😱📝

Oh! And I had to figure out how to convert a byte[] to a uint[] using pointers😆Took me foreverrr to wrap my head around that one!😊💻

I hope it’s implemented correctly.😆✨
October 28, 2025 at 2:13 PM
Reposted by Trisha
Autodesk VRED 2026 has introduced new Vulkan renderer alongside the traditional OpenGL real-time pipeline, addressing fundamental limitations while introducing hybrid ray tracing capabilities that significantly enhance visual quality in real-time scenarios on […]

[Original post on fosstodon.org]
October 14, 2025 at 2:36 PM
Since I’m developing my Vulkan API GameDev project in a managed environment, I initially thought I was dealing with a memory leak because the memory usage kept increasing over time. I monitored the memory consumption and recorded it in every 1 MB increments - Until ...
October 24, 2025 at 1:22 AM
I'm really happy 🥰 that my engine project in .NET is up and running! Right now, it only shows a clear screen, but my GameDev journey with Vulkan is progressing steadily. The engine can already resize windows and recreate the surface swapchain on the fly 🚀.
October 23, 2025 at 3:56 PM
For a 𝗰𝗿𝗼𝘀𝘀-𝗽𝗹𝗮𝘁𝗳𝗼𝗿𝗺 gamedev engine using .𝗡𝗘𝗧 and the 𝗩𝘂𝗹𝗸𝗮𝗻 𝗔𝗣I, choosing the appropriate rendering surface type for each operating system is essential. On 𝗔𝗻𝗱𝗿𝗼𝗶𝗱, it's just an 𝗫𝗠𝗟 𝗹𝗮𝘆𝗼𝘂𝘁. On 𝗟𝗶𝗻𝘂𝘅, 𝗪𝗮𝘆𝗹𝗮𝗻𝗱 is the recommended. For 𝗪𝗶𝗻𝗱𝗼𝘄𝘀, at least support 𝗪𝗶𝗻𝟯𝟮, 𝗪𝗣𝗙, and 𝗪𝗶𝗻𝗙𝗼𝗿𝗺𝘀 surfaces. 💃
October 15, 2025 at 6:02 AM
Reposted by Trisha
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
October 8, 2025 at 2:03 PM
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.
October 7, 2025 at 6:50 PM
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:
October 2, 2025 at 7:29 AM
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.
September 27, 2025 at 4:51 PM
✅ 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! 💬🛠️💖
September 23, 2025 at 3:11 AM
✨ 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! 🎉
September 23, 2025 at 2:42 AM
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.
September 16, 2025 at 1:06 PM
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.
September 4, 2025 at 3:39 PM