- Escape Asset Helper (GitHub)
Open-source Unreal Engine 5.6 C++ plugin for import-time asset naming, validation rules, Content Browser overlays, and optional pre-submit source control checks.
100% match
· <code><library><configurable><documentation><hooks><import><naming><pipeline> - Project UMBRAE - Escape Asset Helper (breakdown)
Long-form breakdown of the Escape Asset Helper plugin: import hooks, naming, validators, editor overlays, and source-control pre-submit checks.
100% match
· <code><editor><hooks><import><naming><pipeline><plugin><repository> - Unreal Post Asset Import Actions (#notGDC 2023)
Ryan Dowling-Soka article on hooking Unreal post-import events with Python versus C++ import rule systems - the pattern extended in Escape Asset Helper.
100% match
· <code><soka><assets><comparison><events><hooks><import><pipeline> - Real-Time Neural Network Implementation for GPUs
Real-Time Neural Network Implementation for GPUs is an open-source library / codebase hosted on GitHub.
Open-source companion code for the GPU Zen 4 chapter on real-time neural…
100% match
· <code><library><advanced><metadata><programmers><readme><repository><scripts> - Data Inheritance
GitHub repository by Mikko Mononen that pairs a written article with C prototype code for data inheritance: creating variations of existing data, overriding values, and…
100% match
· <code><advanced><library><assets><editor><flags><metadata><programmers> - bc_crunch
bc_crunch is a tiny, dependency-free C99 library by Geolm for lossless compression of already GPU-compressed BC1, BC3, BC4, and BC5 texture block streams.
It uses BC-aware…
100% match
· <library><assets><path><programmers><readme><settings><tests><texture> - 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…
100% match
· <code><library><advanced><class><documentation><readme><repository><tests> - Variable-Rate Texture Compression: Real-Time Rendering with JPEG
Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer,…
92% match
· <code><advanced><pipeline><programmers><readme><repository><texture><github> - phi-lira GitHub - Custom SRP Template
Educational stepping stone before customizing URP/HDRP or writing company-specific renderers.
88% match
· <advanced><library><assets><import><pipeline><readme><repository><settings> - A Texture Streaming Pipeline for Real-Time GPU Ray Tracing
A Texture Streaming Pipeline for Real-Time GPU Ray Tracing is a SIGGRAPH 2025 Talks paper by Mark Lee, Nathan Zeichner, and Yining Karl Li from Disney Animation on streaming Ptex…
83% match
· <code><advanced><assets><path><pipeline><reference><texture> - 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,
79% match
· <code><advanced><class><documentation><import><programmers><tags><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…
79% match
· <code><advanced><pipeline><plugin><programmers><queries><github> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
79% match
· <code><advanced><documentation><metadata><path><programmers><python> - SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering
SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering is a free multi-chapter Vulkan Documentation Project course that adds hybrid ray tracing to a Vulkan…
77% match
· <code><documentation><path><pipeline><programmers><reference><github> - Billions of triangles in minutes
Billions of triangles in minutes is a technical blog post by Arseny Kapoulkine on zeux.io about speeding hierarchical clustered LOD builds in meshoptimizer enough to process…
77% match
· <code><library><advanced><path><pipeline><programmers><repository> - Tool Brick (GitHub)
Procedural LEGO building pipeline for Unreal: LDraw ingestion, Houdini PDG stud-snapping, and in-engine placement covering roughly 945 parts.
75% match
· <code><library><documentation><import><pipeline><repository><github><unreal> - Custom Render Texture
Unity Manual page for Custom Render Textures explains how to drive render textures procedurally from shaders, enabling feedback loops, simulations, and dynamic painting in-engine.
75% match
· <documentation><import><pipeline><reference><rules><texture> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
75% match
· <code><library><advanced><programmers><readme><repository><github> - meshoptimizer - v1.1
meshoptimizer - v1.1 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.1 release adding experimental meshlet topology compression with a fast CPU decoder…
75% match
· <code><library><advanced><programmers><readme><repository><github> - Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF is an open GitHub repository publishing the OpenPBR 1.1.1 material model extracted from Adobe's Eclair renderer as portable…
75% match
· <code><library><advanced><path><reference><repository><github>