- Verlet Solver - simplest physics engine implementation
It targets developers who want stylised or lightweight simulation without adopting the full rigid-body feature set of built-in physics.
100% match
· <code><blog><mroz><collisions><constraints><dynamic><sdf><solver> - 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,
100% match
· <code><blog><culling><enabled><objects><overhead><parallel><pass> - 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…
100% match
· <optimization><code><blog><cell><comfortable><dynamic><geometry><grid> - Surfel-based global illumination on the web
Surfel-based global illumination on the web is a January 2026 interactive article by Jure Triglav on implementing surfel GI with WebGPU compute shaders in the browser.
It walks…
83% match
· <code><blog><comfortable><grid><nearby><pass><queries><scenes> - 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…
81% match
· <code><dynamic><gameplay><geometry><grid><sparse><sdf> - Custom occlusion culling - faster than Unity
A spline camera records 1200 identical frames for Unity Profiler and Nsight on i5-10400F and RTX 3060 at 1440p.
80% match
· <optimization><blog><mroz><culling><overhead><profiler><scenes><unity> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
79% match
· <intermediate><blog><constraints><geometry><naive><query><static><step> - Converting SSE intrinsics code to Neon. Burst masked occlusion culling
Converting SSE intrinsics code to Neon.
73% match
· <optimization><code><blog><culling><jobs><profiler><static><unity> - Calculating the Bounding Rectangle of a Circular Sector
Calculating the Bounding Rectangle of a Circular Sector is a short technical post on asawicki.info on computing an axis-aligned bounding rectangle for a 2D circular sector, a…
73% match
· <code><intermediate><blog><gameplay><grid><queries><query><spatial> - Modern rendering culling techniques
Modern rendering culling techniques is a technical blog article by Nikita Krupitskas.
Technical blog post by Nikita Krupitskas surveying culling techniques used in modern…
67% match
· <optimization><code><intermediate><blog><culling><pass><queries><scenes> - HIP Threads: GPU power for teams without GPU experts
AMD GPUOpen Learn article by Alexander Blake-Davies, Kelvin Lui, Chas Boyd, Marko Savic, and Daniel McIntosh introducing HIP Threads, a C++ concurrency library for AMD GPUs.
67% match
· <optimization><code><intermediate><blog><grid><multithreaded><profiler><sparse> - Software occlusion culling in Block Game
Software occlusion culling in Block Game is a January 2026 Eniko Fox blog post on a CPU depth-buffer occlusion culler for an FNA block/chunk game aimed at weak integrated…
67% match
· <optimization><code><intermediate><blog><culling><geometry><measured> - What to do if you're GPU Bound - Game Optimization - Episode 6
What to do if you're GPU Bound - Game Optimization - Episode 6 is a YouTube video by Ben Cloward on remediation steps when the GPU dominates frame time inside his game…
67% match
· <optimization><intermediate><culling><dynamic><geometry><unity> - Multiple Worlds, One Screen: recreating SplitFiction’s Trick in Unity
Multiple Worlds, One Screen: recreating SplitFiction's Trick in Unity is a TNTC YouTube technical breakdown by Matteo and Erik that recreates Split Fiction style multi-world…
67% match
· <code><intermediate><collisions><dynamic><objects><sdf><unity> - Basic facts about GPUs
Basic facts about GPUs is a single technical essay by Damek Davis on his personal site.
67% match
· <optimization><code><intermediate><blog><comfortable><overhead><parallel> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
65% match
· <optimization><code><blog><comfortable><hashing><sparse><spatial> - 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…
65% match
· <optimization><code><blog><geometry><sparse><spatial> - Voronoi, Hashing and OSL
Voronoi, Hashing and OSL is a June 2025 blog post by Aras Pranckevičius on aras-p.info about speeding up Blender's Voronoi (Worley) node by replacing its hash, not by adding…
65% match
· <optimization><code><blog><cell><geometry><hashing><pattern> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
62% match
· <optimization><code><culling><geometry><measured><scenes> - 2D axis aligned bounding boxes
2D axis aligned bounding boxes is a reference article by Inigo Quilez with compact GLSL helpers that compute 2D AABBs for many of his published 2D signed distance field…
60% match
· <code><intermediate><blog><culling><query><scenes><sdf>