- Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <code><buffer><drawn><examples><flag><frame><loop><github> - GPU utilisation and performance improvements
GPU utilisation and performance improvements is an August 2025 Interplay of Light article by Kostas Anagnostou on keeping GPU SIMD and VALU units busy across rendering…
69% match
· <code><architecture><diagrams><examples><frame><helps> - C++ Concurrency in Action
Reference on multithreading and parallelism in C++ - threads, atomics, locks, and task-based designs.
58% match
· <code><book><buffer><examples><pools><state> - How Michael Abrash doubled Quake framerate
How Michael Abrash doubled Quake framerate is a technical archaeology article by Fabien Sanglard rebuilding WinQuake with and without Abrash's assembly to test Carmack's claim…
56% match
· <code><diagrams><hand><loop><optimization> - The Road to Substance Modeler: VR Roots, Desktop Reinvention
The Road to Substance Modeler: VR Roots, Desktop Reinvention is a January 2026 retrospective by Davide Pesare on leading Adobe Substance Modeler after its move from Oculus…
56% match
· <general><architecture><decoupling><examples><frame> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume is the Eurographics 2026 paper by Arno Coomans, Giacomo Nazzaro, and coauthors from Huawei Technologies and Graz University of…
56% match
· <code><abstract><buffer><frame><helps> - GPU Side Input
GPU Side Input is a short technical talk by Timothy Lattis on the Neokineogfx channel about reading controller and keyboard state from GPU shaders late in the frame to cut…
56% match
· <code><buffer><frame><state><strategy> - Basic facts about GPUs
Basic facts about GPUs is a single technical essay by Damek Davis on his personal site.
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· <code><diagrams><drawn><helps><optimization> - Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Adaptive Tetrahedral Grids for Volumetric Path-Tracing presents a SIGGRAPH Talks 2025 publication by Anis Benyoub and Jonathan Dupuy of Intel Corporation on the GGX Research…
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· <code><abstract><four><partitioning><spatial> - The Infinite Loop - Computer Graphics
Technical blog posts on spatial data structures (quadtrees, octrees), collision, and graphics algorithms with working code.
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· <code><loop><partitioning><spatial><github> - mxgmn GitHub - Wave Function Collapse
Algorithm is engine-agnostic; repo includes C# demos and explanations of the WFC collapse loop.
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· <general><examples><observed><state><github> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <general><collections><examples><helps><github> - CUDA Tile IR
CUDA Tile IR is an NVIDIA open-source GitHub repository for an MLIR-based intermediate representation and compiler stack aimed at tile-based CUDA kernel optimization on NVIDIA…
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· <code><hand><optimization><patterns><github> - Realtime Raytracing in Bevy 0.17 (Solari)
Realtime Raytracing in Bevy 0.17 (Solari) is a September 2025 engineering blog post by jms55 on experimental hardware raytracing in Bevy 0.17 through the Solari plugin.
It gives…
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· <code><frame><helps><spatial><github> - I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) is a YouTube technical overview by Mike Turitzin of a solo-built engine focused on high-fidelity editable…
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· <code><general><diagrams><gameplay><helps> - The Graphics Pipeline and Rendering Types - Game Optimization - Episode 2
The Graphics Pipeline and Rendering Types - Game Optimization - Episode 2 is a YouTube fundamentals video by Ben Cloward that opens his Game Optimization series with pipeline…
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· <code><general><buffer><diagrams><optimization> - Anno 1800: Frame Analysis
Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.
It covers…
50% match
· <code><general><frame><helps><strategy> - Casey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake – BSC 2025
Casey Muratori - The Big OOPs: Anatomy of a Thirty-five-year Mistake is a Better Software Conference 2025 talk by Casey Muratori on how object-oriented hierarchy modeling shaped…
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· <code><general><architecture><examples><gameplay> - Jendrik Illner - Weekly Graphics Roundup
Weekly/biweekly collections of new graphics programming related articles from across the web.
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· <general><all><architecture><collections><events> - Vulkan Tutorial - Building a Simple Engine
Follow-on official Khronos tutorial track that grows the basics into a simple engine structure with reusable abstractions.
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· <code><general><architecture><patterns><github>