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.
What’s great about C# is how easy it is to define and work with events. For my PushConstantShader event, I can simply pass along all the relevant custom model group data - such as the world matrix, texture index, and any other parameters the shader needs.
November 14, 2025 at 3:33 AM
FINALLY! Bindless textures in Vulkan API using .NET/C# are implemented! 🎉Before, every model group that had different textures needed its own separate shader and material. But now? One single shader and one single material can be used for all of them! 🙌✨
#GameDev #Vulkan #GameEngine #DotNet #CSharp
November 14, 2025 at 3:05 AM
Good question! Let’s say it starts with a P - for example:
P: Vertex with position only
PC: Position + Color
PNT: Position, Normal, UV,
PNTJ: Position, Normal, UV, Joint
Etc... It even supports up to dual textures! 😄
November 10, 2025 at 3:11 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
Naturally, WPF can also host Vulkan-based rendering ✅, allowing you to integrate high-performance graphics within a standard .NET desktop application. 🥰
November 8, 2025 at 9:22 AM
Naturally, WPF can also host Vulkan-based rendering ✅, allowing you to integrate high-performance graphics within a standard .NET desktop application. 🥰
November 8, 2025 at 9:16 AM
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
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
Okay - Win32, ✅! WinForms,✅! And now… WPF time! The Windows platform integration is done, and the selected screen surface is all set. Now it’s time to bring those visuals to life - with style, of course. 🎨💅

WPF ( TO DO )
November 7, 2025 at 4:35 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
Yay! I finally managed to get a valid handle to the shader module. That took a bit of digging, but it’s working now! Calling it a night. 🌙 😄
October 28, 2025 at 5:00 PM
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
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
Since this Vulkan API GameDev project on .NET is written entirely in pure C#, without relying on SDL or GLFW for windowing, I had to implement all the input handling and window management completely from scratch. It took a lot of work - but hey, it’s up and running, and it works! 😇
October 23, 2025 at 4:56 PM
I've also implemented control over the update cycle, allowing me to set specific target frame rates and refresh rate types. There’s still a long way to go on my Vulkan API GameDev journey on .NET, but seeing everything come together step by step is really exciting 💃!
October 23, 2025 at 4:13 PM
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
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