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TrishaDev

@trishadev.bsky.social
357 followers 369 following 578 posts

Enthusiast of vintage computers and retro games. What excites me most is the challenge of building my own game entirely from the ground up ~ a personal project I pursue purely for the joy of it! Human | She/her | DMs are closed.

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TrishaDev @trishadev.bsky.social · 23/07/2026
When I finally reveal my secret RTS gameplay and style, the entire gaming industry might need a reboot! Coz it'll disrupt the gaming industry! Juz kiddin, but aspiring gamedevs like me need this level of confidence… and maybe a little bit of madness. 🤭 #Gamedev #IndieDev #Gaming
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TrishaDev @trishadev.bsky.social · 22/07/2026
I'm deving my Network Manager in C# and wanted to get some thoughts if TCP is suitable for an RTS. It's always valuable to hear insights from someone in the industry who's willing to share their knowledge and experience. Since R is public, I thought I'd share this here. #GameDev #IndieDev
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TrishaDev @trishadev.bsky.social · 15/07/2026
Stay a while and listen! Another cool tool for gamedev from the legend Erin Catto, pushing Box3D to the limit. When I have some free time, I'll P/Invoke this library for my C#/Vulkan mini engine or create a wrapper 💃
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TrishaDev @trishadev.bsky.social · 12/07/2026
While tweaking some variables in my default shader, I accidentally created this result. Now I'd like to expose it as an effect parameter ~ a kind of luminance threshold and grayscale, but "without" doing some post-processing. 💃 #GraphicsProgramming #GameDev #IndieDev #Vulkan #PureCSharp #DotNet
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TrishaDev @trishadev.bsky.social · 09/07/2026
E'm in the process of implementing bloom but can't decide which approach is better: Using a separate glow mesh or relying solely on emissive maps to drive the bloom effect. I think I'll need to do a bit more research on the subject 🤔💃 #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp #DotNet
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TrishaDev @trishadev.bsky.social · 05/07/2026
Got the shininess settings I wanted for my PBR implementation. It took a bit of tweaking, but e'm really happy with how it's looking at the moment 💃 Still room for improvement! 😊 Credit : Boots model from SF, CCA #GraphicsProgramming #GameDev #IndieDev #Vulkan #PureCSharp #DotNet
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TrishaDev @trishadev.bsky.social · 04/07/2026
WIP Integrated ORM map feature💃but still need to choose which texture channel is used by the artist 🎨for each map. It would need a controls for adjusting the intensity or influence of each channel color.🧮 #GraphicsProgramming #Vulkan #GameDev #IndieDev #PureCSharp #DotNet
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TrishaDev @trishadev.bsky.social · 02/07/2026
✨ Fixing my TBN for my PBR to make the shading look much more natural. Still tweaking it, but I'm really happy with the results so far! 💖 Playing with Master Chief model while waiting for Halo evolved 🎮 #GraphicsProgramming #GameDev #IndieDev #Vulkan #PureCSharp #DotNet
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TrishaDev @trishadev.bsky.social · 02/07/2026
My WIP PBR said,"Trust the process."💖✨All the essential maps are showing, the final color is still on its villain arc. We'll fix her later ~ today we're celebrating the small wins.💅🎉 It's Halo! Master Chief!🤭 #GraphicsProgramming #GameDev #PBR #Vulkan #PureCSharp #DotNet
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TrishaDev @trishadev.bsky.social · 21/06/2026
Nothing much today, just having fun tweaking my height map settings and trying out different values to see what works 💃 #GraphicsProgramming #GameDev #IndieDev #Vulkan #PureCSharp
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TrishaDev @trishadev.bsky.social · 16/06/2026
Nooo, e'm not procrastinating 😭💅 e'm just having a tiny existential crisis trying to implement PBR. Like, seriously... how many maps are enough? At this point I'm collecting maps like they're Pokémon. ✨ WIP ~ Not all maps are working yet 😅 #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp
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TrishaDev @trishadev.bsky.social · 29/05/2026
Busy refactoring my workflow🥲 Instead of stuffing an object data to limited size push constants, I now push only world matrix n related indices and fetch the actual data from a storage buffer. Cleaner, scalable, more future-prof for PBR data etc💃 #GraphicsCoding #GameDev #IndieDev #Vulkan #CSharp
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TrishaDev @trishadev.bsky.social · 24/05/2026
Alright bestie,🥰 it seems like 𝗗𝗶𝗿𝗲𝗰𝘁𝗫 𝗫𝗜𝗻𝗽𝘂𝘁 is actually super easy to use in C# with my 𝗫𝗕𝗢𝗫 𝗢𝗻𝗲 𝗰𝗼𝗻𝘁𝗿𝗼𝗹𝗹𝗲𝗿. 🎮 She connected, she slayed, she understood the assignment. ✨💃 #GraphicsProgramming #GameDev #IndieDev #GamePad #Vulkan #CSharp #DotNet
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TrishaDev @trishadev.bsky.social · 19/05/2026
Yes, yes this time around, I'm really making a game out of my Vulkan C# mini-engine, Inspired by the Retro Game Background music from Irem 🕹️ If you know the game, you know 🎮 this will be a long journey 💃 #GameDev #IndieDev #GraphicsProgramming #Vulkan #CSharp #DotNet
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TrishaDev @trishadev.bsky.social · 16/05/2026
Now let’s redo the party!💃This time around, the animated models received all the available lighting effects: Env. lights, Diffuse, Directional, Omni, Point, and Spot lights. They also received shadows, self-shadows, and fog.🥳 #GraphicsProgramming #Gamedev #IndieDev #Vulkan #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 16/05/2026
Handling animated meshes is really a pain, all of my previous posts didn't receive lights outside of the environment, also why the f* HLSL doesn't have an inverse function! lol, nywayz it's working now with exaggerated light colors to test 💃 #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp
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TrishaDev @trishadev.bsky.social · 11/05/2026
Computing bone animations is costly. I tested multiple models with different animations, and there was still no cost on the main thread since the model animations are computed on another thread. 💃 #GraphicsProgramming #Vulkan #GameDev #IndieDev #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 08/05/2026
Anyway, just a quick update~after months of trying, I finally got this running on a Mali-GPU Tablet. 💃 Dealing with Vulkan on Mali has been challenging, at least on my end.😐 #GraphicsProgramming #GameDev #IndieDev #Vulkan #MaliTablet #CSharp #DotNet
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TrishaDev @trishadev.bsky.social · 07/05/2026
Yay! Lights💡are now in SSBO. She’s handling only light data and no longer messing with the environment and camera UBOs anymore. Unli-lights for forward rendering. Some spot, omni, and directional lights for this test. 💃 #GraphicsProgramming #GameDev #IndieDev #Vulkan #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 07/05/2026
Crunch time. Coz I just switched my light data from a fixed array in the uniform to a storage buffer for unlimited lights, and boom~no lights 😑🤔 this may take a while to work 😢 #GraphicsProgramming #Vulkan #GameDev #IndieDev #CSharp
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TrishaDev @trishadev.bsky.social · 05/05/2026
I’m honestly obsessed with what just a simple two-texture map can do ~ like, give me a base color and a normal map, and suddenly everything looks so much more alive. It’s giving min effort, max impact energy✨ #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp #DotNet #MarcusFenix
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Reposted by TrishaDev
glTF @gltf.bsky.social · 06/04/2026
The Khronos 3D Formats Working Group has launched an Education, Insights, and Outreach (EIO) Subgroup to help developers and creators get the most from #glTF and #KTX — closing the gap between specification and real-world practice. www.khronos.org/blog/from-sp... #Khronos #OpenStandards
khronos.org
From Specification to Practice: Unlocking glTF’s Full Potential
The Khronos 3D Formats Working Group, which manages both the glTF and KTX standards, has launched an Education, Insights, and Outreach (EIO) Subgroup dedicated to equipping creators and developers wit...
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TrishaDev @trishadev.bsky.social · 05/05/2026
I’ve been working on this basic effect, and OMG I just realized the normal wasn’t even working until now 😭 this hangar has sooo many details, geez ✨ #GraphicsProgramming #GameDev #IndieDev #Vulkan #DotNet #CSharp #NoVideCode
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TrishaDev @trishadev.bsky.social · 04/05/2026
Satisfied!💃of adding full control over front and back shadows~ being able to make them subtle or adjust them using subtract or multiply modes. There’s still no PBR yet, just Albedo and Normal maps w/ max sampling of 8. #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp #NoVibeCode
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TrishaDev @trishadev.bsky.social · 30/04/2026
This is a nice mesh to test for PBR. There’s no PBR applied yet~this uses only base color and normal maps. Credit to Kerem Kavalci on SF, who was very generous in allowing others to use his 3D mesh under a very liberal license. 💃 #GraphicsProgramming #GameDev #IndieDev #Vulkan #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 28/04/2026
Had some free time today to fix self-shadowing. 💃Shadow mapping gets pretty crazy with multi-sampling enabled ~ needs a lot of tweaking, at least on my end. 😐 #GraphicsProgramming #GameDev #IndieDev #Vulkan #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 19/04/2026
The issue with skinning is Normals, Tangents, and BiNormals need to be Recalc😪, coz the lighting must correctly conform to the light direction. a bit complex on my part, but I hope I got it in the main environment light source.💃 #GraphicsProgramming #GameDev #IndieDev #GameEngine #Vulkan #DotNet
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TrishaDev @trishadev.bsky.social · 17/04/2026
I think this time around, the shadow is correctly positioned against the light, 💡 and the objects are darker too, but brighter facing it ~ but it still needs a lot to improve. 💃 #GraphicsProgramming #Vulkan #DotNet #CSharp #GameDev #indieDev #HobbyEngine
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TrishaDev @trishadev.bsky.social · 16/04/2026
I’m bad at math, but who even am I without the fascinating Cos and Sin?💃My environment light depends on Latitude and Longitude using Cos, Sin - and honestly, the right lighting position can have a visual impact✨ #GraphicsProgramming #Vulkan #GameDev #indieDev #HobbyEngine #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 14/04/2026
Marcus Fenix model from Gears of War 💖 Just testing my character animation, and I’m so happy it worked smoothly from — Mixamo → Blender → GLTF -> Znb( My mesh format ) with zero fuss ✨💃 #GraphicsProgramming #Vulkan #GameDev #HobbyEngine #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 12/04/2026
If you know who this dude is, you know!✨ finally GLTF ascii or bin files exported from Blender are now working.🔥It's been such a struggle to get it working on my part, but it's all coming together now, even with those packed joints✅ #GraphicsProgramming #Gamedev #IndieDev #Vulkan #CSharp #DotNet
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TrishaDev @trishadev.bsky.social · 04/04/2026
MG! OMG~it’s happening!😱Model animation with skinning supports up to a max of 255 joints!🎉This means more complex and detailed character rigs are possible💃 allowing for smoother deformations and more expressive animations.💃 #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp #DotNet #Animation
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TrishaDev @trishadev.bsky.social · 01/04/2026
Tarisland Dragon! 🎮💃 #Gaming #GameDev
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TrishaDev @trishadev.bsky.social · 31/03/2026
I can now select animation keys!😱 Joint animation calculations are really expensive. The animation computation now runs on separate threads, so everything stays smooth ~ no camera stuttering on game update🚀💃 I’m still getting 700+ FPS on my cheap GPU.😊 #GameDev #IndieDev #Vulkan #CSharp #DotNet
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TrishaDev @trishadev.bsky.social · 30/03/2026
Almost done!💖The joints are animated, everything’s moving now, and I’ve been taking my time with it (slow cooking, hehe✨). All that’s left now is adding it to the shaders and it’ll be complete!💃🥳💕 #GraphicsProgramming #GameDev #IndieDev #Vulkan #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 24/03/2026
Been busy at work, but I’m almost there. No animation yet, but I think I’ve got the joints set up correctly. 💃 This is the famous Cesium Man (from the glTF sample assets), and of course, the Tarisland Dragon. #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp #DotNet
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TrishaDev @trishadev.bsky.social · 12/03/2026
I can now load any format supported by Assimp. 😊 I’ve tested it with FXB and GLTF. 💃This example uses a GLTF file. I’m hoping to finish the animation routine later this week. 👩‍💻 #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp #DotNet Tarisland Dragon:by Hallow:shetchfab:CC-BY-4.0
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TrishaDev @trishadev.bsky.social · 10/03/2026
Slow development on my Vulkan framework/engine. I'm currently in the middle of creating the asset/content cooker using AssimpSharp. Right now, my mesh loader only supports OBJ and MS3D, which I wrote from scratch... #GameDev #IndieDev #GraphicsProgramming #Vulkan #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 07/03/2026
I just had to make sure it runs on the real Linux platform because the file handling is different from Windows or on its WSL. And ta-daa! It works on 𝗟𝗶𝗻𝘂𝘅 𝗠𝗶𝗻𝘁! I’m so happy! ✨🐧💚 #GameDev #IndieDev #GraphicsProgramming #Vulkan #Linux #MintDistro #DotNet #CSharp
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TrishaDev @trishadev.bsky.social · 07/03/2026
Yay!! OMG OMG OMG!! 🎉💻Linux build actually worked!! X11/XCB is living its best life… but Wayland said “not today” and failed. Probably some missing dependencies on my WSL being dramatic again. 🙄✨ Thanks to Sir Willems for the tip on using WSL!✨💃 #Vulkan #GameDev #IndieDev #Linux #CSharp #DotNet
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TrishaDev @trishadev.bsky.social · 03/03/2026
Touch input on my Vulkan (Android) project is all set ~ test play : “Touch and Blow” 😘💃😅 #Vulkan #GameDev #IndieDev #DotNet #CSharp #Android
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TrishaDev @trishadev.bsky.social · 01/03/2026
Not much today,💅~just out here slaying a dramatic little orientation change bug 😊and teaching the Android project how to properly pause, stop, and resume w/o throwing a tantrum. Yep, it took a while since I’m not using any windowing library. 💃👩‍💻✅ #Vulkan #GameDev #IndieDev #DotNet #CSharp #Android
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Reposted by TrishaDev
The Vulkan Working Group @vulkan.org · 25/02/2026
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
Vulkan releases game engine tutorial
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TrishaDev @trishadev.bsky.social · 25/02/2026
Hooray!🎉I can’t believe I’ve pulled this off ~ this #Vulkan project is now running on Windows ✅ and Android ✅Next step: I need to install Linux to test it there as well and maybe grab a Steam Deck too, just for testing purposes.💃 #GraphicsProgramming #Gamedev #IndieDev #DotNet #CSharp #Android
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Reposted by TrishaDev
TrishaDev @trishadev.bsky.social · 25/02/2026
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 wouldn’t trade C#’s clarity and ease of use in game development for a few extra FPS gained by using another language.
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TrishaDev @trishadev.bsky.social · 25/02/2026
It's happening!💅✨That’s the iconic CornflowerBlue Graphic API background color 💙And yessss, finally the framework is running on Android!! 💃📱 Also, can we talk about how even Samsung is out here proudly showing the GPU name? Like okayyy hardware queen, we see you👑✨ #Vulkan #GameDev #IndieDev #CSharp
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TrishaDev @trishadev.bsky.social · 22/02/2026
One step at a time! 🙂 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. 💃 #GraphicsProgramming #Vulkan #GameDev #IndieDev #Dotnet #CSharp #Android
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Reposted by TrishaDev
saschawillems.bsky.social @saschawillems.bsky.social · 19/02/2026
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...
youtube.com
Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
YouTube video by Vulkan
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TrishaDev @trishadev.bsky.social · 19/02/2026
Yay! 🎉 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
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TrishaDev @trishadev.bsky.social · 16/02/2026
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. 🙂 #GameDev #DotNet #CSharp
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