Yes, this works on an actual phone, but itโs hard to record a video ๐ Anyway, recreating the swapchain on Android and on Windows requires a different approach, but itโs working now. ๐๐๐
01.03.2026 18:28 โ
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Not much today,๐
~just out here slaying a dramatic little orientation change bug ๐and teaching the Android project how to properly pause, stop, and resume w/o throwing a tantrum. Yep, it took a while since Iโm not using any windowing library. ๐๐ฉโ๐ปโ
#Vulkan #GameDev #IndieDev #DotNet #CSharp #Android
01.03.2026 18:28 โ
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Sure, Erwin. Those 4 cubes use different blend states: Solid, AlphaAdditive, AlphaTranslucent, and Wired. The axis lines are also rendered using LINE_LIST, which is the rasterization mode for wireframe rendering. ๐
27.02.2026 03:55 โ
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Vulkan releases game engine tutorial
The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development.
Learn more: www.khronos.org/blog/new-vul...
#vulkan #tutorial #programming #gpu #gameengine
25.02.2026 14:34 โ
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OMG!!! Itโs Sir Willems!!! ๐Thank you so, so much!!! Iโll definitely see what I can do using WSL2. I honestly couldnโt have done this project without your amazing tutorial sample ~ it helped me a ton! And the best part is, itโs really not that hard to port it over to C#! ๐ฉโ๐ป๐ฅ๐
25.02.2026 16:19 โ
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Hooray!๐I canโt believe Iโve pulled this off ~ this #Vulkan project is now running on Windows โ
and Android โ
Next step: I need to install Linux to test it there as well and maybe grab a Steam Deck too, just for testing purposes.๐
#GraphicsProgramming #Gamedev #IndieDev
#DotNet #CSharp #Android
25.02.2026 15:43 โ
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C# is an amazing languages ever created. It was designed by the same genius behind Delphi (Object Pascal/Turbo Pascal) and TypeScript, and it combines power with clarity. I wouldnโt trade C#โs clarity and ease of use in game development for a few extra FPS gained by using another language.
25.02.2026 06:38 โ
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C# is an amazing languages ever created. It was designed by the same genius behind Delphi (Object Pascal/Turbo Pascal) and TypeScript, and it combines power with clarity. I wouldnโt trade C#โs clarity and ease of use in game development for a few extra FPS gained by using another language.
25.02.2026 06:38 โ
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Letโs just say I want my game logic to run at 128 UPS (Updates Per Second) ๐
โจ~super smooth, super responsive ~but I only want it drawn at 60 FPS (Frames Per Second), because we love efficiency and aesthetics. Smart. Balanced. A little technical, a little fabulous. ๐๐ฎ
25.02.2026 05:52 โ
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Youโre wondering whatโs UPS? not Uninterruptible Power Supply ๐ ~ itโs Updates Per Second, just like FPS (Frames Per Second). Out of the box, both UPS and FPS can be specified in the settings. Now thatโs versatility!
#Vulkan #GameDev #IndieDev #CSharp #DotNet #Android
25.02.2026 05:52 โ
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It's happening!๐
โจThatโs the iconic CornflowerBlue Graphic API background color ๐And yessss, finally the framework is running on Android!! ๐๐ฑ Also, can we talk about how even Samsung is out here proudly showing the GPU name? Like okayyy hardware queen, we see you๐โจ
#Vulkan #GameDev #IndieDev #CSharp
25.02.2026 04:50 โ
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Much appreciated, many thanks! ๐๐ฅฐ
25.02.2026 04:45 โ
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Thanks! ๐
25.02.2026 04:43 โ
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From here, I can continue testing upward, instance creation, device creation, and eventually rendering on Android, using a single engine library. ๐๐ฉโ๐ป
22.02.2026 10:26 โ
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I didnโt install anything on my Android tablet, but it ran successfully on dev mode. The C# app was able to load the Vulkan API and display the Vulkan version.
22.02.2026 09:55 โ
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One step at a time! ๐ At least now I know I can successfully load the Vulkan API and retrieve the Vulkan version using pure C#. This is a small milestone, but it confirms that the core integration is working. ๐
#GraphicsProgramming #Vulkan #GameDev #IndieDev
#Dotnet #CSharp #Android
22.02.2026 09:51 โ
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YouTube video by Vulkan
Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
If you wanna know if #Vulkan @vulkan.org is the right graphics api for hobby developers (tl;dr: yes), you might find an answer in my #Vulkanised 2026 talk: www.youtube.com/watch?v=Eshk...
19.02.2026 17:07 โ
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Ehe, this was also asked on another platform, I only create a simple array of quads and switch their images when theyโre hit from above or below and it's neighboring quads if any.
20.02.2026 15:38 โ
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I super appreciate the interest, Jared! ๐
20.02.2026 15:31 โ
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Yes, this is intended to be open source. Git (or an equivalent platform) will be made available once it reaches its alpha release. At that time, tutorials, sample games, and docs will also be provided. Contributions from others are super welcome ๐but this project is only three months old ๐
20.02.2026 15:29 โ
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Although I have a bounding Box, Rectangle, Sphere, and Line intersection routine, I currently use Vector 2 distance checking for all collisions in this game, even though this is in 3D๐
if( Math.Abs( V2.Distance( pMissileXZ , pShipXZ )) < nRadius ) ๐
19.02.2026 17:50 โ
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Thank you!๐๐
19.02.2026 17:36 โ
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Awesome! ๐๐ This background looks fantastic for the game ๐
19.02.2026 14:45 โ
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Yay! ๐ Finally, the base (pillbox) barriers are done! It still needs some polishing, and I still need to add the mystery ship.
#GraphicsProgramming #Vulkan #gamedev
#DotNet #CSharp #RetroGame
19.02.2026 14:42 โ
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Sounds great, Erwin! Iโm looking forward to seeing your project soon! โ
17.02.2026 01:34 โ
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Not yet 36, but Iโm aligned with that. ๐ฉโ๐ป๐
17.02.2026 01:15 โ
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This is amazing!
17.02.2026 01:11 โ
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This is the structure my mentor taught me to follow when writing classes in C#. With this foundation in place, I just need to implement the functionality. Since most of my classes follow this structure, debugging is much easier because I always know where to look. ๐
#GameDev #DotNet #CSharp
16.02.2026 13:51 โ
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This!โ๏ธ Thank you, Jared! ๐๐๐
16.02.2026 01:39 โ
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