- 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><advanced><blog><adding><color><data><gpu><post> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
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· <assets><blog><data><developers><layout><three><useful><view> - Notes about VK_EXT_custom_resolve
Notes about VK_EXT_custom_resolve is a November 2025 Geek Blight blog post by Ricardo Garcia on Vulkan shader-driven multisample resolve, tied to Igalia work around the Steam…
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· <code><advanced><blog><data><passes><post><screen><support> - 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…
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· <code><blog><describes><gpu><post><projection><space><useful> - bgfx WebGPU backend, second take!
bgfx WebGPU backend, second take is a January 2026 technical blog post by Branimir Karadzic on restoring and redesigning a WebGPU backend for the bgfx cross-platform rendering…
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· <code><library><advanced><blog><gpu><native><post><used> - Spark 1.3 and spark.js
Spark 1.3 and spark.js is a release post by Ignacio Castaño on the Ludicon blog covering Spark 1.3 real-time GPU texture compression and the new spark.js JavaScript package for…
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· <library><blog><color><gpu><native><post><support><useful> - AMD releases Vulkan support for Dense Geometry Format
AMD releases Vulkan support for Dense Geometry Format is an AMD GPUOpen technical blog by Stuart Smith announcing the provisional Vulkan extension VK_AMDX_dense_geometry_format…
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· <code><library><advanced><blog><data><integrating><native><post> - 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><blog><assets><data><describes><including><post><used> - On Shaping Light
On Shaping Light is a June 2025 tutorial article by Maxime Heckel on combining post-processing with volumetric raymarching to build real-time light shafts for React Three Fiber…
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· <code><blog><developers><post><projection><screen><space><three> - Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
A Microsoft DirectX Developer Blog post by Bill Kristiansen introducing preview Fence Barriers (Tier-1) in Agility SDK 1.719-preview as an Enhanced Barriers extension for…
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· <code><advanced><blog><describes><gpu><layout><native><post> - Runtime Mipmap Generation
Runtime Mipmap Generation is a February 2026 blog post by Ignacio Castano on generating mipmaps at runtime in spark.js instead of shipping precomputed chains with compressed…
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· <code><advanced><blog><developers><post><space><three><useful> - Normal Map Compression Revisited
Normal Map Compression Revisited is a February 2026 blog post by Ignacio Castaño on practical normal-map encoding for spark.js and web 3D pipelines, with notes that also apply to…
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· <code><advanced><blog><assets><developers><post><space><three> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
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· <code><advanced><blog><data><gpu><post><screen><space> - Introducing WebGPU-Bench: A WebGPU Microbenchmark
Blog post introducing webgpu-bench, a WebGPU micro-benchmark suite used by Web3D Survey to measure arithmetic, memory access, operation costs, and compute strategies.
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· <code><blog><houston><data><developers><post><support><used> - Vulkan Hardware Database Quick Filters
Blog post about replacing the Vulkan Hardware Database global pre-filters with in-place quick filters on every view.
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· <code><blog><data><developers><post><support><useful><view> - 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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· <code><blog><color><gpu><post><space><useful><webgpu> - 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><blog><assets><color><developers><gaussian><splat><splatting> - State of GPU Hardware (End of Year 2025)
State of GPU Hardware (End of Year 2025) is a guest blog article by Dmytro Bulatov (Boolka) on asawicki.info.
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· <code><blog><data><developers><gpu><post><support><useful> - 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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· <code><blog><color><data><gpu><including><post><useful> - Field Guide to TSL and WebGPU
Field Guide to TSL and WebGPU is a free long-form tutorial by Maxime Heckel on porting WebGL and Three.js effects to Three.js Shading Language and the WebGPU backend.
It…
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· <code><blog><developers><post><three><tsl><useful><webgpu>