- Using grid to speed up dynamic collisions
The solver already handles velocity integration, static SDF colliders, iterative dynamic collisions, constraints, and invalid-position correction with Burst-compiled Unity Jobs.
100% match
· <code><blog><mroz><collisions><constraints><dynamic><sdf><solver> - Particle Collision // Physics For Game Dev #2
Particle Collision // Physics For Game Dev #2 is an OGLDEV YouTube lesson on sphere-sphere particle collision detection and response in a continuing game-dev physics series.
It…
100% match
· <code><collisions><distance><implementation><integration><momentum><physics><radii> - 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…
100% match
· <general><code><diagrams><distance><dynamic><engine><physics><sdf> - Spatial hashing for raytraced ambient occlusion
Spatial hashing for raytraced ambient occlusion is a November 2025 Interplay of Light post by Kostas Anagnostou on caching RTAO in a sparse spatial hash instead of dense 3D…
83% match
· <code><blog><diagrams><distance><dynamic><optional><position><static> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
79% match
· <code><blog><diagrams><distance><dynamic><excerpts><optional><unity> - Zalo GitHub - Math Utilities
Engine-agnostic numerics with MIT-style licensing typical of small utility repos (verify LICENSE file).
77% match
· <code><angular><distance><implementation><physics><rigid><unity> - Waterfall Shader Breakdown (Cyanilux)
Waterfall Shader Breakdown (Cyanilux, May 2023) on cyanilux.com documents a stylized URP Shader Graph waterfall that parts around a moving sphere, turning popular 2019 demo into a step-by-step article.
A sphere signed distance field with clamped Y extends the alpha-clipped hole below the sphere; sine offsets along tangents wobble cutout and edges without vertex displacement.
73% match
· <blog><distance><pairs><position><sdf><step><unity> - Moving Scaling and Rotating UVs in Godot Shaders | Tutorial
A Binbun3D Godot shader tutorial (part 2 of a UV series) on moving, scaling, and rotating texture coordinates in canvas_item fragment shaders.
It continues a basic…
73% match
· <code><beginner><blog><beginners><bridge><diagrams><previous><static> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
71% match
· <general><blog><constraints><diagrams><pairs><static><step> - SDF game engine? | Mike Turitzin
Wookash Podcast YouTube interview with Mike Turitzin about learning graphics programming and building a WebGPU signed distance field game engine aimed at a specific Steam game.
69% match
· <code><distance><engine><fixed><physics><sdf> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
69% match
· <code><dynamic><engine><optional><position><static> - Implicit Position-Based Fluids (IPBF)
Implicit Position-Based Fluids (IPBF) presents a Utah Graphics Lab incompressible SPH method by Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, and Cem Yuksel that uses…
69% match
· <code><constraints><integration><position><simulation><velocity> - How To Use Marching Cubes Practically In Games [DeepDive][Part 1]
How To Use Marching Cubes Practically In Games [DeepDive][Part 1] is a long-form YouTube deep dive by ArterraOfficial on production concerns when using marching cubes for mutable…
69% match
· <code><contrasts><diagrams><implementation><voxel><worlds> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
69% match
· <code><current><dynamic><implementation><iterations><static> - Stochastic tile-based lighting in HypeHype
Stochastic Tile-Based Lighting in HypeHype is the SIGGRAPH 2025 Advances course PDF notes by Jarkko Lempiäinen of HypeHype on a fixed-cost many-light direct lighting path for a…
69% match
· <code><constraints><contrasts><dynamic><fixed><implementation> - Sprite Glow/Outline Shader Breakdown (Cyanilux)
Sprite Glow/Outline Shader Breakdown is a March 2020 Cyanilux article for URP Shader Graph on 2D sprites.
67% match
· <general><blog><distance><pairs><sdf><step><unity> - 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,
67% match
· <code><blog><distance><implementation><position><static><unity> - Replicating the Shadowglass 3D pixel-art technique
Replicating the Shadowglass 3D pixel-art technique is a February 2026 technical write-up on tesseractc.at that reverse-engineers stable first-person pixel-art rendering inspired…
67% match
· <code><blog><contrasts><diagrams><distance><implementation><unity> - Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
Vulkanised 2026: Vulkan Now and Then (for Hobbyists) is a remote Vulkanised 2026 talk by Sascha Willems on a decade of Vulkan from a hobby developer viewpoint.
It contrasts…
65% match
· <general><code><beginner><beginners><contrasts><dynamic><engine> - Ghost of Yōtei – tech deep dive
This PlayStation Blog post by Adrian Bentley, Director of Programming at Sucker Punch Productions, is a long-form tech deep dive into systems behind Ghost of Yotei on PlayStation…
65% match
· <general><code><blog><cloth><current><engine><particles>