- 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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· <code><blog><big><example><know><mesh><model><via> - Simplifying Vulkan One Subsystem at a Time
Simplifying Vulkan One Subsystem at a Time is a February 2026 Khronos blog post by Tobias Hector (AMD / Vulkan Strategy Officer) on cutting Vulkan API complexity through…
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· <code><blog><example><explains><know><model><official><readers> - Khronos Announces glTF Gaussian Splatting Extension
Khronos Announces glTF Gaussian Splatting Extension is a February 2026 Khronos Group press release introducing the KHR_gaussian_splatting release candidate for storing 3D…
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· <code><intermediate><blog><basics><explains><know><mesh><readers> - Push Constants and the Big Texture Array // Vulkan For Beginners #30
Push Constants and the Big Texture Array // Vulkan For Beginners #30 is a free YouTube video on the OGLDEV channel, an installment in the Vulkan For Beginners tutorial…
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· <code><aimed><beyond><big><know><walks><want> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
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· <code><intermediate><blog><aimed><beyond><explains><readers><via> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
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· <code><blog><aimed><know><mental><model><want> - After the Tutorial: Where to Continue your Graphics Programming Journey - Mike Shah GPC 2025
Graphics Programming Conference 2025 talk by Mike Shah on what to study after introductory graphics tutorials and books covering APIs such as OpenGL and DirectX.
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· <code><intermediate><aimed><basics><beyond><know><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…
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· <code><blog><aimed><bevy><beyond><via><want> - Rendering arbitrary-scale emojis using the Slug algorithm
Rendering arbitrary-scale emojis using the Slug algorithm is a technical blog article by Lê Duy Quang.
Technical blog post outlining how to render vector color fonts and emojis…
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· <code><blog><aimed><beyond><via><walks><want> - 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…
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· <code><blog><beyond><copy><know><samples><via> - Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder
Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder is a November 2025 Khronos blog by NVIDIA engineers…
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· <code><blog><explains><know><model><readers><samples> - How to Think About GPUs
How to Think About GPUs is a free online chapter from How To Scale Your Model by Jacob Austin, Swapnil Patil, Adam Paszke, and Reiner Pope.
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· <code><blog><explains><know><mental><model><want> - Lighting | Unity Shader Code Basics 06
Lighting | Unity Shader Code Basics 06 is a free YouTube video on the Daniel Ilett channel, an episode in the Unity Shader Code Basics series.
Unity Shader Code Basics episode…
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· <code><aimed><basics><beyond><walks><want> - meshoptimizer - v1.1
meshoptimizer - v1.1 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.1 release adding experimental meshlet topology compression with a fast CPU decoder…
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· <code><aimed><beyond><example><mesh><want> - Texturing & UVs | Unity Shader Code Basics 02
This Daniel Ilett YouTube video is part two of Unity Shader Code Basics and focuses on sampling textures with UV coordinates in handwritten Unity shader code rather than Shader…
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· <code><aimed><basics><explains><mesh><want> - Functions: Mix
Functions: Mix is a GM Shaders Mini tutorial by Xor on the shader mix function, covering the math behind linear interpolation and less obvious uses beyond blending two…
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· <intermediate><blog><aimed><beyond><explains><via><want> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><intermediate><blog><copy><know><readers><samples> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><intermediate><blog><aimed><basics><know><want> - Our Workflow with Blender and Godot
Our Workflow with Blender and Godot is a Blender Studio blog post by technical director Simon Thommes on the Blender-to-Godot pipeline used for the DOGWALK game.
It describes a…
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· <code><intermediate><blog><aimed><animation><basics><via> - Basic facts about GPUs
Basic facts about GPUs is a single technical essay by Damek Davis on his personal site.
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· <code><intermediate><blog><mental><model><readers><walks>