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.
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
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
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
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