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.
LOL,😅 as if this is just a month’s project! Girl, this thing has taken over my calendar, my sanity, and probably my skincare routine. 🎀✨💗
November 14, 2025 at 4:14 AM
Yes, you can create push constants for both the vertex and fragment stages. Each stage can access the same push-constant block, or you can define separate layouts depending on what data each shader needs 🙂.
November 14, 2025 at 3:39 AM
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
BTW, eventually, I plan to introduce a resource cooker that compiles all assets into a protected format. This ensures that no raw content is exposed, which is important for maintaining proper licensing and protecting any purchased or proprietary assets.
November 10, 2025 at 4:06 PM
The cool thing is, at the moment I’m not using any third-party or math libraries - everything is written completely from scratch, except for the public-domain stb_image library. by C Sean T. Barrett/C# Roman Shapiro, I just didn’t have time to write my own image loader! 😊
November 10, 2025 at 3:21 PM
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
Hey! 😊Please check out my Blend State video - it shows how I handle materials in my rendering system. The video covers the setup and interaction between Raster State, Blend State, Sampler State, and Shader State, as well as support for an unlimited number of textures.
November 10, 2025 at 3:00 PM
Initially, I thought it would be slow, but as far as I can see, it’s very responsive — even on a built-in GPU! ⚡

This opens up so many possibilities for my custom tools, level editors, and game development workflows in .NET! 🚀
November 9, 2025 at 7:20 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 9:22 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
Yeah, exactly! I’m putting together my own little 2D editor.
November 8, 2025 at 5:02 AM
No idea if this is actually performant or just held together by good vibes, but it works! 😂
November 7, 2025 at 8:04 AM
... Basically, instead of reusing a single semaphore (which was causing sync issues), I now have a small set of reusable semaphores that rotate each frame.

I can’t believe I didn’t think of that sooner - reusable semaphores for the win! 🙌💻✨
November 7, 2025 at 7:57 AM
But seriously, that project is sooo awesome!! 💅✨
November 7, 2025 at 7:42 AM