- 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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· <intermediate><blog><concrete><content><design><feature><free><game> - 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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· <blog><context><documentation><examples><free><game><instead><model> - 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><intermediate><blog><context><curated><embedded><free><game> - 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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· <intermediate><blog><animation><content><documentation><editor><embedded><free> - 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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· <general><intermediate><asset><examples><feature><free><game><games> - 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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· <general><intermediate><curated><documentation><editor><examples><free><page> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
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· <tool><intermediate><blog><embedded><free><including><metrics><page> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel.
DirectX Developer Blog announcing Agility SDK…
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· <intermediate><blog><embedded><feature><free><model><page><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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· <free><games><keeping><levels><pipeline><talk><useful><video> - 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><content><examples><free><game><near><talk><useful> - New GPU Profiler and RHI Submission Pipeline | Unreal Fest Stockholm 2025
New GPU Profiler and RHI Submission Pipeline | Unreal Fest Stockholm 2025 is an Unreal Fest talk by Luke Thatcher of Epic's RHI team, published on the Unreal Engine YouTube…
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· <tool><context><free><intermediate><pipeline><talk><unreal><useful> - 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…
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· <intermediate><conference><docs><free><game><model><pipeline><talk> - All Sources of DirectX 12 Documentation
All Sources of DirectX 12 Documentation is a November 2025 Adam Sawicki blog post mapping where official Direct3D 12 and HLSL documentation lives across Microsoft sites.
It…
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· <intermediate><blog><documentation><essay><examples><feature><free><page> - 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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· <intermediate><blog><free><game><instead><january><separate><system> - Filtering -vs- Graphics Round 3
[video] Filtering -vs- Graphics Round 3 is a short roughly three-minute YouTube follow-up by Neokineogfx after the Filtering -vs- Graphics Round 2 talk.
The description frames…
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· <intermediate><context><free><stays><talk><useful><video><want> - niagara: Cooking geometry
[video] niagara: Cooking geometry is a multi-hour live coding stream by Arseny Kapoulkine on the niagara project, focused on making scene loading faster by caching optimized…
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· <asset><concrete><design><free><page><useful><video><want> - 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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· <blog><concrete><docs><documentation><feature><free><intermediate><levels> - Demetri Spanos – Foliated Distance Fields – BSC 2025
This Better Software Conference 2025 talk by Demetri Spanos is a recorded conference presentation titled around foliated distance fields.
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· <intermediate><conference><free><including><instead><talk><useful><video> - GPU Side Input
GPU Side Input is a short technical talk by Timothy Lattis on the Neokineogfx channel about reading controller and keyboard state from GPU shaders late in the frame to cut…
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· <concrete><counter><free><near><ship><talk><useful><video> - A Tour of Cute Framework's Renderer
A Tour of Cute Framework's Renderer is long-form documentation by Randy Gaul on Cute Framework's cross-platform 2D renderer from sprites through GPU command paths.
It explains…
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· <intermediate><animation><design><docs><documentation><examples><free><page>