After the Tutorial: Where to Continue your Graphics Programming Journey - Mike Shah GPC 2025
- Auto-discovered
Mike Shah
Visit resource ↗Description
After the Tutorial: Where to Continue your Graphics Programming Journey - Mike Shah GPC 2025 is Mike Shah's November 2025 Graphics Programming Conference talk, re-recorded on YouTube in 2026 with PDF slides.
Shah bridges tutorial OpenGL or DirectX lessons and a maintainable renderer: uniform parsing, materials, combining compute and graphics passes, scene navigation, and ordering multi-pass frames beyond Phong demos. He notes SDL_GPU or Vulkan ports as sensible next steps.
Attendees who implemented basic lighting but never owned engine structure are the target audience. Slides live on graphicsprogrammingconference.com; more talks are listed at mshah.io.
Educators often recommend this session as a roadmap after LearnOpenGL-style introductions.
Related resources
- Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault. GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
100% match · <code><talk><aimed><beyond><building><conference><covering><first> - The Future of Path Tracing | Best Practices, Optimizations & Future Standards
The Future of Path Tracing | Best Practices, Optimizations & Future Standards is a recorded talk published on the NVIDIA developer channel channel. NVIDIA GDC 2026 talk on…
100% match · <code><talk><aimed><beyond><conference><covering><developers><path> - SDF game engine? | Mike Turitzin
Wookash Podcast YouTube interview with Mike Turitzin about learning graphics programming and building a WebGPU signed distance field game engine aimed at a specific Steam game.
100% match · <code><intermediate><aimed><books><building><developers><long><mike> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
100% match · <code><intermediate><aimed><apis><basics><building><developers><first> - 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,…
100% match · <code><intermediate><after><aimed><apis><beyond><first><long> - It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan
It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan is a talk by Mason Remaley on his Games by Mason blog, with embedded video and slides.
98% match · <code><intermediate><talk><direction><first><hour><longer><recording> - EA Sports F1 25: Path Tracing at 200mph
EA Sports F1 25: Path Tracing at 200mph is a recorded talk by Tom Hammersley, presented at GDC Vault. GDC Vault session by Tom Hammersley (EA Codemasters) on shipping a path…
96% match · <code><talk><aimed><beyond><conference><path><recording><want> - All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana
All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana is a recorded talk by Aaron Scherzinger, presented at GDC Vault. GDC Vault talk by Aaron Scherzinger (Ubisoft…
96% match · <code><talk><aimed><beyond><conference><next><recording><want> - The fog is lifting, volumetric rendering Enshrouded
The fog is lifting, volumetric rendering Enshrouded is a recorded talk by Philipp Krause, presented at Graphics Programming Conference. Graphics Programming Conference talk on…
96% match · <code><talk><after><aimed><beyond><conference><path><want> - RE ENGINE Meshlet Rendering Pipeline
This REAC 2025 conference talk by Capcom rendering engineer Hitoshi Mishima covers the meshlet rendering pipeline introduced in RE ENGINE for Dragon's Dogma 2 and Monster Hunter…
96% match · <code><talk><aimed><conference><path><recording><study><want> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines. It…
92% match · <code><intermediate><after><hour><longer><path><study><talk> - Scaling Game Performance Analysis with NVIDIA Nsight
Scaling Game Performance Analysis with NVIDIA Nsight is a recorded talk published on the NVIDIA developer channel channel. NVIDIA talk on optimizing real-time ray tracing with…
90% match · <talk><aimed><beyond><conference><developers><study><want> - Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
Physically Based Rendering: Putting Pieces Together is a Game Industry Conference 2024 talk by Pawel Stolecki of CD Projekt Red that maps how PBR lighting topics interlock for…
85% match · <general><intermediate><talk><aimed><conference><know><recording><want> - 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…
83% match · <code><intermediate><continue><developers><direction><know><long><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…
81% match · <code><aimed><basics><first><next><roughly><want> - 5 Ways To Make An Awesome Skybox In Unity
This Game Dev Guide YouTube tutorial, hosted by Matt, shows five practical ways to author custom skyboxes for Unity instead of using the default sky material. Approaches include…
81% match · <general><aimed><building><developers><long><steps><want> - Physically Based Rendering In OpenGL Using GLTF2
Physically Based Rendering In OpenGL Using GLTF2 is an OGLDEV YouTube tutorial by Etay Meiri on modernizing an OpenGL pipeline with a glTF 2 metallic-roughness PBR…
79% match · <code><intermediate><building><path><roughly><tutorials><want><opengl> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
77% match · <intermediate><aimed><apis><developers><know><tutorials><want> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
77% match · <code><apis><first><know><long><longer><directx> - Demystifying Vulkan Ray Tracing
Demystifying Vulkan Ray Tracing is a conference talk on the Conferenza Italiana sul Game Development YouTube channel that builds a mental model of ray tracing and a…
73% match · <code><intermediate><talk><conference><outlines><recording><want>