- 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><blog><data><density><texture><volume><volumetric> - Texel Density Explained
Texel Density Explained is a Hugh Chew YouTube lesson on texel density for environment and prop art, covering metrics, UV setup, and how density differs from visual fidelity.
It…
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· <general><beginner><demos><density><game><texture><versus> - Introducing the MIP Explorer
Introducing the MIP Explorer is a technical blog post by Hauke Thiessen, second in a German Dev Days 2025 series on shrinking game textures, that presents an open Python tool for…
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· <blog><data><density><game><texture> - Lossless Float Image Compression
Lossless Float Image Compression is a benchmarking blog post by Aras Pranckevičius on aras-p.info.
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· <blog><data><includes><versus><vfx> - 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…
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· <blog><demos><density><game><versus> - A field guide to rendering: from triangles to Gaussians
Long-form field guide by Nikolaos Papadopoulos surveying how 3D scenes become pixels, framed as object-order versus image-order strategies.
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· <general><beginner><blog><demos><pixels><versus><voxels> - A Trip Through the Graphics Pipeline (2011)
A 13-part series explaining the D3D/OpenGL graphics pipeline as implemented on real GPUs - command processor, vertex processing, rasterization, depth/stencil, pixel shaders,…
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· <general><blog><density><introductory><texture> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
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· <general><game><pixels><texture><vfx> - Crystal Shader Breakdown (Cyanilux)
A Cyanilux Shader Graph walkthrough for Unity URP that builds an unlit transparent crystal with object-space Y colour gradients, camera opaque-texture refraction, Fresnel opacity, and HDR glow for bloom.
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· <blog><includes><texture><uses> - Sword Slash Shader Breakdown (Cyanilux)
Cyanilux's Sword Slash Shader Breakdown (Dec 2021) is a free Unity blog tutorial for an unlit URP Shader Graph effect on a ring mesh: panning a triangular slash mask and noise over time, like soulercoaster ribbon VFX used in spells.
Setup covers ring UVs, textures, and optional downloads; the Graph builds Slash/Length UV animation, comparison masking, edge fades, scrolling noise, Lerp colors with Smoothstep, and optional vertex Scale.
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· <blog><texture><uses><vfx> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
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· <blog><demos><game><includes> - 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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· <blog><data><game><uses> - 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…
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· <blog><data><texture><versus> - Multi-Threading & Mutation
Multi-Threading & Mutation is a technical blog article by Ryan Fleury.
Essay by Ryan Fleury on designing multi-threaded systems by minimizing synchronization and carefully…
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· <blog><data><game><versus> - An Updated Sponza glTF
An Updated Sponza glTF is a February 2026 blog post by Ignacio Castaño republishing a cleaned Sponza glTF with uncompressed PNG textures and comparing AVIF plus runtime GPU…
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· <blog><demos><texture><versus> - The Art of Render Graphs
The Art of Render Graphs is a February 2026 technical blog post by Ali Elmorsy on designing a Vulkan render graph while building a game engine.
It defines a render graph as a…
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· <blog><game><texture><versus> - Analytic Fog Rendering With Volumetric Primitives
Technical blog post by matejlou on rendering fog regions with spatially varying density using analytic integrals over volumetric primitives.
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· <blog><density><volume><volumetric> - Reflective materials in Block Game
Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game…
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· <blog><game><includes><versus> - Optimizing mannequin
Optimizing mannequin is a December 2025 post on the peterstrahle.dev blog about performance work for the Quest VR title Mannequin, with lessons carried from Vampire: The…
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· <blog><data><versus><volumetric> - Sharp Bilinear Filters: Big Clean Pixels for Pixel Art
Sharp Bilinear Filters: Big Clean Pixels for Pixel Art is an October 2025 OpenGL blog post by Michael Martin on Bumbershoot Software about magnifying pixel art without…
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· <blog><demos><pixels><texture>