- 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
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· <around><artists><before><free><game><player><real><unreal> - 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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· <camera><demos><free><game><intermediate><player><reference><setup> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
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· <general><camera><density><materials><real><reference><targets><texture> - 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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· <around><artists><before><distance><examples><first><free><game> - 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.
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· <general><artists><free><game><intermediate><real><set><texture> - 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.
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· <general><art><before><free><game><intermediate><portfolio><reference> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
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· <art><artists><distance><editor><free><game><intermediate><materials> - Joyrok > What are SDFs Anyway?
"What Are SDFs Anyway?" is a Tech Art Chronicles article on joyrok.com introducing signed distance fields for 2D UI icons.
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· <general><art><artists><before><distance><free><real><unreal> - Textures for VFX - Database (Simon Trümpler / Simonschreibt)
Simon Trümpler’s Notion database “Textures for VFX” catalogs reference photos and texture resources for visual effects work - splashes, debris, gradients, and practical elements.
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· <general><artists><before><free><game><real><reference><texture> - 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…
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· <before><demos><free><game><intermediate><multi><shows><useful> - SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
[video] SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination is a YouTube recording of Tiago Sousa's Advances talk on idTech8 global…
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· <budgets><free><multi><per><real><stress><targets><useful> - Getting started with BGFX
[video] Getting started with BGFX is a YouTube playlist by Game Coder Nz that walks through the bgfx cross-platform rendering library from a blank project to basic 3D and UI…
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· <beginner><video><before><building><free><game><intermediate><setup> - Painting Holes in Terrain - Terrain Shaders - Episode 10
[video] Painting Holes in Terrain - Terrain Shaders - Episode 10 is a Ben Cloward tutorial on enabling terrain hole painting in custom Unreal landscape materials and Unity Shader…
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· <video><artists><covering><free><intermediate><materials><shows><texture> - 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…
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· <free><intermediate><real><reference><useful><versus><work><world> - 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.
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· <around><camera><distance><editor><free><game><intermediate><person> - 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.
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· <general><contrast><examples><free><game><real><useful><versus> - Eliminate Slope Stretching - Terrain Shaders - Episode 8
Eliminate Slope Stretching is episode 8 of Ben Cloward's terrain shaders series.
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· <video><art><artists><building><free><intermediate><lesson><materials> - Your First Shader | Unity Shader Code Basics 01
Your First Shader | Unity Shader Code Basics 01 is a beginner YouTube tutorial by Daniel Ilett that writes a Unity 6 URP unlit Hello World shader from an empty file in ShaderLab…
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· <beginner><video><first><free><lesson><materials><useful><world> - Easy Color Theory: A Beginner's Guide
Easy Color Theory: A Beginner's Guide is a Grant Abbitt (Gabbitt) YouTube tutorial introducing practical color theory in Blender for making scenes read more clearly.
It covers…
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· <general><beginner><video><art><demos><free><materials><shows> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <before><building><environment><first><free><intermediate><reference><setup>