Trisha's Avatar

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.

80 Followers  |  79 Following  |  139 Posts  |  Joined: 28.01.2025  |  1.7225

Latest posts by trishadev.bsky.social on Bluesky

Post image

Yay! I finally managed to get a valid handle to the shader module. That took a bit of digging, but itโ€™s working now! Calling it a night. ๐ŸŒ™ ๐Ÿ˜„

28.10.2025 17:00 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Oops, turns out I can just use a simple pointer cast -(uint*)pBytes. Clean, straightforward, and no unnecessary juggling ๐Ÿ˜…

fixed ( byte* pBytes = nShaderBytes )
{
nModuleCreateInfo.pCode = (uint*)pBytes;
}

28.10.2025 16:33 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Yeah, Win32 interop in C# is fun. Nothing says โ€œgood timesโ€ like juggling pointers, marshaling structs, and praying ๐Ÿ™ the GC doesnโ€™t get too curious.๐Ÿ˜‡

28.10.2025 15:52 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

Writing an engine using Vulkan API in C# on my GameDev isnโ€™t that hard, omg! it's just suuuper tiring and ridiculously verbose๐Ÿ˜ฑ๐Ÿ“

Oh! And I had to figure out how to convert a byte[] to a uint[] using pointers๐Ÿ˜†Took me foreverrr to wrap my head around that one!๐Ÿ˜Š๐Ÿ’ป

I hope itโ€™s implemented correctly.๐Ÿ˜†โœจ

28.10.2025 14:13 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan

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 [โ€ฆ]

[Original post on fosstodon.org]

14.10.2025 14:35 โ€” ๐Ÿ‘ 10    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

... at a certain point, it suddenly dropped. Thatโ€™s when I realized
it wasnโ€™t a true memory leak at all, but simply the garbage collector (GC) kicking in and freeing up unused memory๐Ÿ˜“.

24.10.2025 01:23 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

Since Iโ€™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 ...

24.10.2025 01:22 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Ah yes - that kind of color scheme that makes your eyes file a complaint ๐Ÿ˜œ, but your soul whisper, โ€œArt.โ€ Your art speaks louder than words ever could ๐Ÿ˜.

23.10.2025 17:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

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, itโ€™s up and running, and it works! ๐Ÿ˜‡

23.10.2025 16:56 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Post image Post image Post image

I've also implemented control over the update cycle, allowing me to set specific target frame rates and refresh rate types. Thereโ€™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 ๐Ÿ’ƒ!

23.10.2025 16:13 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

I'm really happy ๐Ÿฅฐ 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 ๐Ÿš€.

23.10.2025 15:56 โ€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Nope, no GLFW or SDL windowing here! ๐Ÿ’• This project does things a little differently - custom handling all the way!

15.10.2025 06:33 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Focusing only on Windows, Linux, and Android, and not including macOS or iOS (yet ๐Ÿ˜Š).

15.10.2025 06:07 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

For a ๐—ฐ๐—ฟ๐—ผ๐˜€๐˜€-๐—ฝ๐—น๐—ฎ๐˜๐—ณ๐—ผ๐—ฟ๐—บ gamedev engine using .๐—ก๐—˜๐—ง and the ๐—ฉ๐˜‚๐—น๐—ธ๐—ฎ๐—ป ๐—”๐—ฃI, choosing the appropriate rendering surface type for each operating system is essential. On ๐—”๐—ป๐—ฑ๐—ฟ๐—ผ๐—ถ๐—ฑ, it's just an ๐—ซ๐— ๐—Ÿ ๐—น๐—ฎ๐˜†๐—ผ๐˜‚๐˜. On ๐—Ÿ๐—ถ๐—ป๐˜‚๐˜…, ๐—ช๐—ฎ๐˜†๐—น๐—ฎ๐—ป๐—ฑ is the recommended. For ๐—ช๐—ถ๐—ป๐—ฑ๐—ผ๐˜„๐˜€, at least support ๐—ช๐—ถ๐—ป๐Ÿฏ๐Ÿฎ, ๐—ช๐—ฃ๐—™, and ๐—ช๐—ถ๐—ป๐—™๐—ผ๐—ฟ๐—บ๐˜€ surfaces. ๐Ÿ’ƒ

15.10.2025 06:02 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

This 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

08.10.2025 14:03 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Hey Dex ๐Ÿ’• thanks sooo much for the repost ๐Ÿ˜˜ you're the sweetest!

08.10.2025 14:08 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

And yes, I prefer light mode. Iโ€™m that person who doesnโ€™t like dark mode in my code editor, because why code in the shadows when you can burn your retinas in style? ๐Ÿ˜„๐Ÿ’ก

07.10.2025 19:09 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

But 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. ๐Ÿ˜…

07.10.2025 18:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image Post image

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.

07.10.2025 18:50 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Thanks! I'm just getting into graphics APIs- started with Vulkan on .NET, because I like my learning curves vertical ๐Ÿ“ˆ... and apparently, I enjoy suffering. ๐Ÿ˜„

07.10.2025 18:00 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

This 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€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

One 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€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Video thumbnail

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! ๐Ÿ˜Š

Quick look at some of the capabilities exposed:

02.10.2025 07:29 โ€” ๐Ÿ‘ 28    ๐Ÿ” 2    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0

Sure, you might find a goldmine of info, but youโ€™ll 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€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Sometimes itโ€™s 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€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

โœจ Every line of code is written from scratch using C# 9.0 and Vulkan API version 1.4.321. ๐Ÿ’ป๐Ÿ–ค No wrappers, no engines โ€” just pure interoperating with Unmanaged Code fun and full control! ๐Ÿš€๐ŸŽฎ

23.09.2025 03:41 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image Post image

โœ… 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! ๐Ÿ’ฌ๐Ÿ› ๏ธ๐Ÿ’–

23.09.2025 03:11 โ€” ๐Ÿ‘ 14    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

๐ŸŒŸ My Steps for Initializing the Vulkan API ๐ŸŒŸ

23.09.2025 02:48 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Next 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. ๐Ÿ’–๐ŸŽฎ๐Ÿ’ป

23.09.2025 02:43 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

โœจ Happy Update! GameDev โœจ

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! ๐ŸŽ‰

23.09.2025 02:42 โ€” ๐Ÿ‘ 10    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

@trishadev is following 20 prominent accounts