- 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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· <blog><developers><discussed><free><intermediate><physics><site><targets> - 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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· <blog><across><advanced><developers><engine><post><real><targets> - 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><advanced><blog><alone><based><call><covers><cpu> - 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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· <across><based><developers><free><intermediate><real><time><timing> - 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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· <blog><across><animation><art><based><engine><free><intermediate> - 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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· <blog><based><developers><engine><free><intermediate><post><references> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <blog><apis><art><based><developers><engine><free><intermediate> - 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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· <across><blog><discussed><engine><free><intermediate><pacing><post> - Advanced Shader Delivery expands Public Preview with AMD
DirectX Developer Blog post announcing Advanced Shader Delivery (ASD) expanding public preview to Windows 11 PCs with AMD RDNA GPUs, beyond the ROG Xbox Ally handhelds.
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· <code><optimization><blog><advanced><developers><driver><post><time> - The cuda-oxide Book
The cuda-oxide Book is the online documentation for cuda-oxide, an NVIDIA Labs open-source Rust-to-CUDA compiler project.
Online book for cuda-oxide, a Rust-to-CUDA compiler…
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· <code><covers><developers><familiar><free><intermediate><nvidia><site> - The Future of Path Tracing | Best Practices, Optimizations & Future Standards
The Future of Path Tracing | Best Practices, Optimizations & Future Standards is a recorded talk published on the NVIDIA developer channel channel.
NVIDIA GDC 2026 talk on…
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· <code><optimization><advanced><art><developers><free><nvidia><pacing> - Scaling Game Performance Analysis with NVIDIA Nsight
Scaling Game Performance Analysis with NVIDIA Nsight is a recorded talk published on the NVIDIA developer channel channel.
NVIDIA talk on optimizing real-time ray tracing with…
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· <optimization><advanced><developers><free><nvidia><pacing><real><time> - UPDATED! Configuring Vulkan Layers White Paper
UPDATED! Configuring Vulkan Layers White Paper is a March 2026 LunarG post by Christophe Riccio announcing an updated Vulkan SDK reference for layer configuration.
From SDK…
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· <code><across><covers><developers><ext><free><intermediate><platforms> - AMD GPU-Initiated I/O
AMD GPU-Initiated I/O is a March 2026 systems blog post by Abdelhadi exploring direct AMD GPU to NVMe communication instead of CPU-driven storage I/O.
It explains NVMe queues…
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· <code><optimization><advanced><blog><covers><cpu><familiar><free> - Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
A Graphics Programming Conference talk by id Software engine programmers Philip and Dominic on the opaque geometry pipeline in DOOM: The Dark Ages on idTech 8.
They cover why…
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· <code><optimization><advanced><apis><engine><free><opaque><targets> - Announcing Shader Model 6.9 Retail and New D3D12 Improvements
A Microsoft DirectX Developer Blog post by Amar and Serena announcing retail Shader Model 6.9 and related D3D12 features in Agility SDK 1.619 with DXC 1.9, plus preview items in…
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· <code><advanced><blog><cpu><developers><driver><extension><free> - Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
A Microsoft DirectX Developer Blog post by Bill Kristiansen introducing preview Fence Barriers (Tier-1) in Agility SDK 1.719-preview as an Enhanced Barriers extension for…
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· <code><optimization><advanced><blog><cpu><driver><extension><fences> - Learnings from creating a GUI library
Learnings from creating a GUI library is a February 2026 blog post by Sebastian Schöner on building an immediate-mode GUI that meets a personal checklist of requirements.
Needs…
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· <code><blog><based><free><instead><intermediate><mode><post> - Forget Superresolution, Sample Adaptively (when Path Tracing)
Forget Superresolution, Sample Adaptively (when Path Tracing) presents an MPI for Informatics paper by Martin Bálint, Corentin Salaün, Hans-Peter Seidel, and Karol Myszkowski on…
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· <optimization><advanced><across><based><developers><engine><frame><free> - The Road to Substance Modeler: VR Roots, Desktop Reinvention
The Road to Substance Modeler: VR Roots, Desktop Reinvention is a January 2026 retrospective by Davide Pesare on leading Adobe Substance Modeler after its move from Oculus…
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· <blog><based><engine><frame><free><intermediate><mode><post>