- Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
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· <shaders><intermediate><compute><erosion><fluid><gpu><heightfields><math> - 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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· <shaders><blog><compute><examples><friendly><gpu><parameter><public> - Optimizing GPU-driven particle system to run 4x faster
The burning-object effect already simulates and draws on the GPU with compute shaders, append buffers, indirect dispatch, and indirect instanced rendering; this piece profiles each pass and tighten…
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· <shaders><intermediate><blog><mroz><compute><gpu><passes><simulation> - Fast and Gorgeous Erosion Filter
Fast and Gorgeous Erosion Filter is a technical blog article by Rune Skovbo Johansen.
Blog post on a GPU-friendly procedural erosion filter that adds branching gullies and…
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· <shaders><intermediate><blog><erosion><friendly><gpu><procedural><terrain> - Tellusim Core SDK - Open Source
Tellusim Core SDK - Open Source is the GitHub repository for Tellusim Core SDK, the foundational C++ layer of the Tellusim Engine for cross-platform graphics, compute, and…
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· <intermediate><building><compute><gpu><public><simulation><windows> - Procedural Pixels Blog
Blog focused on Unity rendering, GPU/CPU profiling, and production optimization case studies.
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· <general><shaders><intermediate><blog><mroz><compute><erosion><offline> - 2D Grass Rendering with WebGPU Compute Shaders
Technical walkthrough from the Jarl Devs Team of a fully procedural 2D pixel-art grass renderer driven by two WebGPU/WGSL compute passes that regenerate, depth-sort, and shade…
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· <shaders><intermediate><blog><building><compute><gpu><passes><procedural> - GPUGems - Chapter 38. Fast Fluid Dynamics Simulation on the GPU
Harris's GPU Gems Chapter 38 explains fast, stable 2D fluid simulation on the GPU.
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· <general><intermediate><blog><fluid><gpu><series><simulation><unity> - Benchmarking GPU pipeline stages
The work measures isolated rendering pipeline stages with a custom Unity 6000.2.9 engine loop, custom render pipeline, DX12, and the DXC shader compiler instead of profiling a full production scene.
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· <shaders><blog><mroz><passes><procedural><unity><windows> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <general><shaders><intermediate><blog><fluid><math><procedural><series> - New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine
New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine is a Khronos Vulkan Working Group blog post announcing Building a Simple Game Engine, a tutorial…
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· <intermediate><blog><building><compute><gpu><series><windows> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
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· <shaders><intermediate><building><math><series><terrain><unity> - Algorithms for making interesting organic simulations
Algorithms for making interesting organic simulations is a long technical article by Etienne Jacob on bleuje.com.
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· <general><shaders><intermediate><blog><building><compute><gpu><parameter> - Big O
Big O is an interactive article on samwho.dev that teaches big O notation by measuring and visualizing how JavaScript examples slow down as input size grows.
It covers…
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· <blog><algorithm><building><examples><intuition><search> - Performance Profiling on AMD GPUs – Part 1: Foundations
This is Part 1 of a three-part ROCm Blogs series by Gina Sitaraman, Thomas Gibson, Luka Stanisic, Giacomo Capodaglio, Alessandro Fanfarillo, and Asitav Mishra on performance…
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· <blog><blocks><building><compute><gpu><series> - Blackwell: Nvidia’s Massive GPU
This is a June 2025 Chips and Cheese architecture deep dive by Chester Lam measuring Nvidia's largest consumer Blackwell GPU, focused on GB202 configurations such as the RTX PRO…
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· <blog><blocks><building><compute><examples><gpu> - I made this shader run 5x faster
The original shader layers animated cellular (Voronoi) noise with distorted UVs and procedural value noise, with no texture assets.
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· <shaders><blog><mroz><procedural><search><shadertoy><unity> - Game Terrain Generation Is Pretty Simple, Actually
YouTube tutorial on procedural terrain generation for games.
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· <blocks><erosion><heightmaps><procedural><terrain> - Better Tile Breakup - Terrain Shaders - Episode 7
Better Tile Breakup - Terrain Shaders - Episode 7 is a Ben Cloward tutorial on a stronger method for breaking terrain texture tiling than the rotation approach from earlier in…
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· <shaders><intermediate><procedural><series><terrain><shadertoy><unity> - GPU Memory Fundamentals
GPU Memory Fundamentals is a markdown tutorial in the cverrier/tinygrad-tutos GitHub repository on how GPU memory movement limits performance, with tinygrad examples pinned to a…
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· <compute><examples><gpu><intuition><speed>