TrishaDev

TrishaDev

@trishadev.bsky.social

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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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

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

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

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

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

... I'm leaning toward the emissive approach - it's simpler, but I'm not sure which method is more commonly used in modern games or offers better artistic control. NP on the effects side, it's basically a bright pass filter plus a separable horizontal/vertical blur rendered in separate passes. 🤨

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

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

Yesh, yesh, ORM for better performance: Combines Occlusion (O), Roughness (R), and Metallic (M) into one texture, reducing texture lookups, lower memory usage, single texture uses less VRAM than three separate grayscale textures, smaller file size, and what's not 💃

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

✨ 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

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

Seriously, I'm not really sure where this model came from when or where I got it 😇 So, Credit to Halo Master Chief! 💃 Next, I'll try implementing IBL in my PBR renderer, coz this just use a direct lighting 😊

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

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

My engine supports PBR, allowing any map to be enabled or disabled at runtime. As a result, I can dynamically disable specific maps in real time based on their distance from the camera to improve performance 💃

Since this framework is designed to be code-centric for maximum freedom and flexibility, it includes an optional editor tools that can be invoked from code. All object settings can be configured manually hard coded or loaded from configuration files.

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

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

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

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

…and everything here is pure C# contained in a single library~NO NuGet Nuget packages, lol. Just one DLL each for: Zna𝗪𝗶𝗻𝗱𝗼𝘄𝘀.dll, Zna𝗟𝗶𝗻𝘂𝘅.dll, and Zna𝗔𝗻𝗱𝗿𝗼𝗶𝗱.dll. #GraphicsProgramming #GameDev #IndieDev #Vulkan #CSharp #DotNet

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

Happy! 🥰 My animated model objects can now receive lighting from the environment, plus any extra Diffuse, Directional, Omni / Point, and Spot lights ✨

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

Yep, 💃it can now add or remove animations data only on the fly, as they are memory intensive. 😑 Well, as long as it uses the same skeletal structure ✅️

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

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

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

Ideally, the scene should supports unlimited lights, but each object is affected only by a maximum of 8 nearest omni and spot lights, prioritizing ambient and directional lights 💃

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

TrishaDev reposted

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.orgFrom Specification to Practice: Unlocking glTF’s Full PotentialThe 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...

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

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

I remember four months ago, when I started working with shadow mapping: it was blocky, had no self-shadowing, no multisampling, and was buggy… I was really going to cry 😢 but now 💃🥰 bsky.app/profile/tris...

TrishaDev@trishadev.bsky.social

WIP💅✨Battling this piece for 2 days now. She’s still ugly AF (we’re not gonna lie to ourselves), BUT! the shadows are finally starting to show,😌🎨 Progress is progress, even if she’s currently in her awkward phase. #GraphicsProgramming #GameDev #Vulkan #Dotnet #CSharp

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

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

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

…coz in a static mesh (non-animated), the normals and tangents are fixed. But in animation, the vertices change, so everything should be recalc on the fly; otherwise, bad visuals. LOL, game engine development can cause loss of hair and sanity. #GraphicsProgramming #GameDev #IndieDev

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

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

Nyek, there’s a bug in that feed; ☺️ of course, the shadow should move when the main light source changes. 💃 #GraphicsProgramming #Vulkan #GameDev #IndieDev #HobbyEngine #DotNet #CSharp

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