- 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><article><concrete><follow><free><level><style> - 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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· <intermediate><blog><across><article><broader><march><math><post> - 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.
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· <code><intermediate><blog><article><case><even><free><post> - 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><blog><about><article><cpu><even><free><further> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <intermediate><blog><already><article><even><html><links><programmers> - 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><across><already><article><author><free><math> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <intermediate><blog><about><already><article><follow><free><links> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
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· <intermediate><across><blog><follow><free><math><post><ray> - What happens when a GPU reads memory
Deep technical blog post by Fergus Finn tracing a CUDA global load (LDG) on an RTX 4090 from warp issue through coalescing, L1/TLB, crossbar, L2, and DRAM.
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· <code><optimization><blog><already><level><microbenchmarks><path><post> - What To Learn To Be A Real Time Graphics Programmer
Alan Wolfe career guide for becoming hireable as a real-time graphics programmer, splitting the path into modern explicit APIs (DX12/Vulkan/Metal) versus GPU lighting, shading,…
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· <blog><path><programmers><ray><raytracing><small><study><tracer> - 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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· <math><intermediate><blog><about><article><author><free><html> - 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…
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· <code><blog><article><author><clang><concrete><free><html> - 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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· <code><optimization><across><case><fast><free><path><ray> - 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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· <code><optimization><blog><already><article><evaluation><free><html> - 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…
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· <code><optimization><blog><free><html><level><listings><post> - 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…
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· <code><intermediate><blog><article><fast><follow><free><post> - Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float
Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float is a December 2025 deep dive by Adam Sawicki on how ID3D12GraphicsCommandList clear-UAV helpers fill…
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· <code><blog><across><amd><article><cpu><free><intel> - 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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· <code><optimization><intermediate><blog><about><article><case><free> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series.
It covers…
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· <code><math><intermediate><already><concrete><free><path><programmers> - 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.
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· <math><intermediate><blog><about><article><coefficients><follow><free>