Yay! I finally managed to get a valid handle to the shader module. That took a bit of digging, but itโs working now! Calling it a night. ๐ ๐
28.10.2025 17:00 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0@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.
Yay! I finally managed to get a valid handle to the shader module. That took a bit of digging, but itโs working now! Calling it a night. ๐ ๐
28.10.2025 17:00 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Oops, turns out I can just use a simple pointer cast -(uint*)pBytes. Clean, straightforward, and no unnecessary juggling ๐
fixed ( byte* pBytes = nShaderBytes )
{                
    nModuleCreateInfo.pCode = (uint*)pBytes;
}
Yeah, Win32 interop in C# is fun. Nothing says โgood timesโ like juggling pointers, marshaling structs, and praying ๐ the GC doesnโt get too curious.๐
28.10.2025 15:52 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Writing an engine using Vulkan API in C# on my GameDev isnโt that hard, omg! it's just suuuper tiring and ridiculously verbose๐ฑ๐
Oh! And I had to figure out how to convert a byte[] to a uint[] using pointers๐Took me foreverrr to wrap my head around that one!๐๐ป
I hope itโs implemented correctly.๐โจ
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan
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 [โฆ] 
[Original post on fosstodon.org]
... at a certain point, it suddenly dropped. Thatโs when I realized 
it wasnโt a true memory leak at all, but simply the garbage collector (GC) kicking in and freeing up unused memory๐.
Since Iโm 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 ...
24.10.2025 01:22 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0Ah yes - that kind of color scheme that makes your eyes file a complaint ๐, but your soul whisper, โArt.โ Your art speaks louder than words ever could ๐.
23.10.2025 17:13 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Since 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, itโs up and running, and it works! ๐
23.10.2025 16:56 โ ๐ 7 ๐ 0 ๐ฌ 2 ๐ 0I've also implemented control over the update cycle, allowing me to set specific target frame rates and refresh rate types. Thereโs 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 ๐!
23.10.2025 16:13 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0I'm really happy ๐ฅฐ 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 ๐.
23.10.2025 15:56 โ ๐ 9 ๐ 0 ๐ฌ 2 ๐ 0Nope, no GLFW or SDL windowing here! ๐ This project does things a little differently - custom handling all the way!
15.10.2025 06:33 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Focusing only on Windows, Linux, and Android, and not including macOS or iOS (yet ๐).
15.10.2025 06:07 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0For a ๐ฐ๐ฟ๐ผ๐๐-๐ฝ๐น๐ฎ๐๐ณ๐ผ๐ฟ๐บ gamedev engine using .๐ก๐๐ง and the ๐ฉ๐๐น๐ธ๐ฎ๐ป ๐๐ฃI, choosing the appropriate rendering surface type for each operating system is essential. On ๐๐ป๐ฑ๐ฟ๐ผ๐ถ๐ฑ, it's just an ๐ซ๐ ๐ ๐น๐ฎ๐๐ผ๐๐. On ๐๐ถ๐ป๐๐ , ๐ช๐ฎ๐๐น๐ฎ๐ป๐ฑ is the recommended. For ๐ช๐ถ๐ป๐ฑ๐ผ๐๐, at least support ๐ช๐ถ๐ป๐ฏ๐ฎ, ๐ช๐ฃ๐, and ๐ช๐ถ๐ป๐๐ผ๐ฟ๐บ๐ surfaces. ๐
15.10.2025 06:02 โ ๐ 6 ๐ 0 ๐ฌ 1 ๐ 0This 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
Hey Dex ๐ thanks sooo much for the repost ๐ you're the sweetest!
08.10.2025 14:08 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0And yes, I prefer light mode. Iโm that person who doesnโt like dark mode in my code editor, because why code in the shadows when you can burn your retinas in style? ๐๐ก
07.10.2025 19:09 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0But honestly, this post is really about line breaks- I just found out about the <para> XML tag, which you can use to add spacing or line breaks in method descriptions or remarks in XML docs. ๐
07.10.2025 18:57 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0I'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.
07.10.2025 18:50 โ ๐ 6 ๐ 0 ๐ฌ 1 ๐ 0Thanks! I'm just getting into graphics APIs- started with Vulkan on .NET, because I like my learning curves vertical ๐... and apparently, I enjoy suffering. ๐
07.10.2025 18:00 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0This level of control and insight is exactly what makes Vulkan so powerful, even if it comes with a steeper learning curve. Looking forward to diving deeper into pipeline creation next!
02.10.2025 07:32 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0One of the things I really appreciate about Vulkan is how transparent and detailed it is, you can query and extract all supported formats, depth formats, and even check for supported or unsupported features directly through the API.
02.10.2025 07:31 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0I'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! ๐ 
Quick look at some of the capabilities exposed:
Sure, you might find a goldmine of info, but youโll also get a lot of noise, random opinions, and distractions, instead of just cutting straight to the answer without all the hassle.
27.09.2025 16:52 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Sometimes itโs 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.
27.09.2025 16:51 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0โจ Every line of code is written from scratch using C# 9.0 and Vulkan API version 1.4.321. ๐ป๐ค No wrappers, no engines โ just pure interoperating with Unmanaged Code fun and full control! ๐๐ฎ
23.09.2025 03:41 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0โ 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! ๐ฌ๐ ๏ธ๐
23.09.2025 03:11 โ ๐ 14 ๐ 1 ๐ฌ 1 ๐ 0๐ My Steps for Initializing the Vulkan API ๐
23.09.2025 02:48 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Next up: creating the logical device, so I can finally start communicating with the GPU. I'm super excited to see everything coming together, bit by bit, in my gamedev journey using a custom 2D game engine. ๐๐ฎ๐ป
23.09.2025 02:43 โ ๐ 6 ๐ 0 ๐ฌ 1 ๐ 0โจ Happy Update! GameDev โจ
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! ๐