- Alan Zucconi - Tutorials
200+ tutorials on game dev math, shaders, Unity techniques, inverse kinematics, and ML topics.
100% match
· <shaders><experiments><gpu><multi><production><raymarching><series><volumetric> - Freya Holmer - Acegikmo (YouTube)
Video tutorials visualizing math for graphics programming - vectors, splines, shader coding in Unity/HLSL, and geometric algebra.
100% match
· <shaders><video><multi><procedural><understand><vectors><walkthroughs><hlsl> - Game Terrain Generation Is Pretty Simple, Actually
YouTube tutorial on procedural terrain generation for games.
100% match
· <video><engine><erosion><explanations><incremental><procedural><style><terrain> - The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn
SIGGRAPH 2015 slide deck on Guerrilla Games' Nubis volumetric cloud system for Horizon Zero Dawn, covering ray-marched modeling, lighting, and GPU optimizations.
100% match
· <shaders><free><gpu><marching><procedural><raymarching><scattering><volumetric> - Terrain hack: Fastest erosion algorithm ever
The algorithm is not a full fluid simulation; it approximates heightfields with slab-like building blocks discovered by accident but tuned for speed.
100% match
· <shaders><intermediate><compute><erosion><fluid><gpu><heightfields><math> - 2D Water Shader Breakdown (Cyanilux)
A Shader Graph breakdown of stylized 2D water in Unity URP: sprite reflections via a second camera, scrolling noise distortion, fake highlights, and tilemap shoreline ripples for pixel art.
100% match
· <shaders><intermediate><blog><cyanilux><free><graph><rather><resources> - Book (w/ Turnable Pages) Breakdown (Cyanilux)
Cyanilux breakdown of a URP spellbook with vertex-shader page turns, flipbook page textures, dual Lit Graphs, pooling C# driver, and optional Blender setup notes.
100% match
· <shaders><intermediate><blog><cyanilux><free><graph><material><rather> - Cloud Shader Breakdown (Cyanilux)
Cyanilux Shader Graph tutorial for URP that builds animated cloud decks on a subdivided plane with layered world-space noise, vertex displacement, and depth-based fading at intersections.
100% match
· <shaders><intermediate><blog><cloud><cyanilux><free><game><graph> - Post Processing & Render Graph | Unity Shader Code Basics 09
Unity Shader Code Basics episode on custom URP post-process effects with Unity 6 Render Graph.
100% match
· <shaders><video><basics><graph><post><processing><related><render> - I Tried Coding my own Graphics Library
Sebastian Lague Coding Adventures video on building a lightweight Vulkan graphics and compute library in C++.
100% match
· <intermediate><video><lague><adventures><api><coding><compute><gpu> - Generating Mipmaps // Vulkan For Beginners #31
Generating Mipmaps // Vulkan For Beginners #31 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial series.
Episode 31 of OGLDEV’s…
100% match
· <video><channel><episodes><free><screen><series><single><source> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG).
HPG talk by Shannon Woods (NVIDIA / Khronos…
100% match
· <shaders><intermediate><api><free><pacing><production><source><style> - MaterialX: The Past, Present and Future of Portable Materials
MaterialX: The Past, Present and Future of Portable Materials is a recorded talk by Alain Hostettler, presented at High-Performance Graphics (HPG).
HPG talk by Alain Hostettler…
100% match
· <shaders><intermediate><free><light><material><pacing><source><style> - Smooth-Maximum, the most useful function
Smooth-Maximum, the most useful function is a free YouTube video on the Inigo Quilez channel.
Inigo Quilez video deriving smooth maximum functions from algebraic rewrites of…
100% match
· <shaders><intermediate><video><channel><episodes><free><procedural><related> - Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek)
Writing GPU shaders in plain Rust (Firestar99 - Sebastian Sydow at RustWeek) is a recorded talk by Sebastian Sydow, presented at RustNL.
RustWeek 2026 talk by Sebastian Sydow…
100% match
· <shaders><free><gpu><pacing><post><sebastian><source><style> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
100% match
· <shaders><intermediate><blog><debugging><free><one><post><ray> - Why does ASTC use ISE when almost nothing else does?
Why does ASTC use ISE when almost nothing else does? is a technical blog article by Fabian Giesen.
Technical blog explaining ASTC integer sequence encoding (trits and quints)…
100% match
· <blog><coding><free><one><post><small><source><want> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
100% match
· <blog><form><free><gpu><long><marching><one><post> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
100% match
· <across><blog><engine><gpu><graph><post><render><resources> - I3D 2026 Papers Preview
I3D 2026 Papers Preview is a recorded talk published on the I3D Symposium channel.
Short YouTube video from the I3D Symposium channel previewing papers presented at I3D 2026,…
100% match
· <channel><free><pacing><papers><source><style><video><viewers>