- 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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· <shaders><intermediate><blog><demos><developers><driven><full><rather> - 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><shaders><blog><all><data><gpu><input><post> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <intermediate><blog><data><developers><emoji><library><mit><post> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
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· <code><shaders><blog><aimed><announcing><apis><developers><high> - 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><shaders><blog><aimed><colrv0><eric><gpu><post> - A Decade of Slug
A Decade of Slug is a March 2026 Terathon blog post by Eric Lengyel marking ten years of the Slug Algorithm for GPU font and vector rendering from Bezier curves.
The article…
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· <code><shaders><blog><emoji><eric><font><glyph><gpu> - Slug Algorithm (WebGPU)
Slug Algorithm (WebGPU) is an open-source diffusionstudio GitHub repository that ports Eric Lengyel's Slug vector text algorithm to WebGPU with WGSL shaders.
It covers CPU text…
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· <code><library><shaders><intermediate><developers><eric><font><glyph> - Adventures in Neural Rendering
Adventures in Neural Rendering is a February 2026 blog post by Kostas Anagnostou on Interplay of Light about using small multilayer perceptrons as signal encoders in real-time…
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· <code><shaders><blog><aimed><full><gpu><high><including> - State of HLSL: February 2026
State of HLSL: February 2026 is a personal status essay by Chris Bieneman on Clang HLSL progress, standardization, and neural-related GPU features.
It covers Clang resource…
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· <code><shaders><intermediate><blog><gpu><post><quality><related> - Tellusim Core SDK - Open Source
Tellusim Core SDK - Open Source is the GitHub repository for Tellusim Core SDK, the foundational C++ layer of the Tellusim Engine for cross-platform graphics, compute, and…
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· <code><library><intermediate><apis><bindings><developers><full><gpu> - 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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· <code><shaders><intermediate><blog><full><high><path><post> - Pico GPU
Pico GPU is a small educational GPU environment hosted for learning and experimenting with shaders under a strict memory budget.
It targets 640x480 at 60 FPS with 24-bit depth…
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· <code><shaders><aimed><data><demos><full><gpu><rather> - CUDA Tile IR
CUDA Tile IR is an NVIDIA open-source GitHub repository for an MLIR-based intermediate representation and compiler stack aimed at tile-based CUDA kernel optimization on NVIDIA…
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· <code><library><aimed><bindings><driven><gpu><layer><rather> - meshoptimizer v1.0 GitHub
meshoptimizer v1.0 GitHub is the meshoptimizer.org release post announcing the first major 1.0 version of Arseny Kapoulkine's MIT-licensed mesh optimization library after about…
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· <code><library><intermediate><blog><announcing><apis><gpu><licensed> - 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><apis><developers><including><layer> - ONNX and DirectML execution provider guide - part 1
This AMD GPUOpen technical article by Hui Zhang is part 1 of a guide to using the ONNX Runtime DirectML execution provider with a native DirectX 12 pipeline.
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· <code><blog><data><developers><gpu><high><path><post> - 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><blog><data><full><gpu><path><post><style> - Dynamic levels of detail in Evolve
Dynamic levels of detail in Evolve is an October 2025 engineering post by Jan Kind on geometry and material LOD in the Breda framework behind the Evolve next-gen GPU…
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· <code><blog><data><demos><driven><gpu><including><post> - Ten Years of D3D12
Ten Years of D3D12 is a September 2025 long-form blog post by Matt Pettineo (MJP) reflecting on a decade of Direct3D 12 API and HLSL changes since the Windows 10 launch.
It…
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· <code><shaders><blog><apis><gpu><post><quality><related> - 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><shaders><intermediate><blog><aimed><announcing><apis><data>