Multi-Threading & Mutation
- Auto-discovered
Ryan Fleury
Visit resource ↗Description
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 bucketing mutations such as allocations. Covers arena-per-thread patterns, separating read-only versus mutational APIs, and join operations that combine per-thread data structures. Useful for systems and game programmers moving single-threaded code toward parallel execution.
It is aimed at intermediate graphics programmers and matches the audience implied by Ryan Fleury's other work.
The article is a free HTML blog post meant to be read in one sitting, with diagrams or code snippets embedded in the page.
It is useful when you want practical detail beyond a title or store listing and prefer primary-source explanation from the author or maintainer.
Related resources
- Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF. One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion. The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
100% match · <intermediate><blog><article><free><game><one><post><programmers> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
100% match · <code><blog><article><covers><free><one><programmers><single> - 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
100% match · <intermediate><blog><article><free><game><practical><technical><want> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match · <blog><aimed><article><free><intermediate><operations><programmers><systems> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
100% match · <code><intermediate><blog><article><free><post><programmers><read> - 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,
100% match · <code><blog><article><covers><data><free><game><moving> - 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.
100% match · <intermediate><aimed><beyond><free><game><practical><source><technical> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
100% match · <intermediate><blog><apis><article><embedded><free><game><page> - Twitter (Freya Holmér) > Lerp, Inverse Lerp & Remap
Freya Holmér’s Twitter thread explains lerp, inverse lerp, and remap with intuitive graphics metaphors for shader and gameplay math. Short social post format - best as a concept
100% match · <intermediate><blog><article><free><join><post><programmers><technical> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
100% match · <intermediate><blog><article><author><free><game><html><matches> - An Experimental Approach to printf in HLSL
An Experimental Approach to printf in HLSL is a December 2025 technical post by Chris Bieneman describing a holiday prototype for GPU-side printf in HLSL. It covers GPU string…
100% match · <code><blog><article><author><covers><free><html><post> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
100% match · <code><optimization><blog><article><free><html><intermediate><post> - 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…
100% match · <code><optimization><blog><apis><diagrams><essay><free><html> - OpenUSD Core Spec 1.0 is Here: Now We Need You
OpenUSD Core Spec 1.0 is Here: Now We Need You is an Alliance for OpenUSD blog post by Aaron Luk and Nick Porcino announcing ratification of the OpenUSD Core Specification…
100% match · <code><intermediate><blog><article><data><free><listing><one> - Around The World, Part 28: Scaling up
This is part 28 of Thomas ten Cate's Around The World development blog about an early-stage sea exploration game in Godot.
100% match · <code><optimization><intermediate><blog><article><covers><diagrams><free> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
100% match · <code><covers><free><game><only><page><programmers><toward> - Filtering -Vs- Graphics
This is a technical talk by Timothy Lattis on the Neo Graphics channel on what perfect, content-independent filtering would require versus common real-time graphics practice.
100% match · <optimization><covers><free><game><moving><patterns><technical><useful> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
100% match · <intermediate><blog><article><covers><free><post><programmers><technical> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits. It…
100% match · <code><intermediate><blog><covers><free><html><multi><one> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
100% match · <code><blog><audience><covers><free><post><programmers><single>