- 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><basic><developers><earlier><forward><free> - 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><article><builds><developers><including><inside><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><article><basic><block><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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· <intermediate><developers><frames><free><need><needed><parameters><suits> - 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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· <intermediate><blog><already><article><cross><developers><free><need> - 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><already><article><cross><developers><earlier><explains> - 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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· <intermediate><blog><article><basic><developers><free><plus><post> - 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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· <intermediate><already><article><blog><developers><explains><free><post> - Vulkan Hardware Database Quick Filters
Blog post about replacing the Vulkan Hardware Database global pre-filters with in-place quick filters on every view.
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· <code><tool><intermediate><blog><api><covers><developers><format> - 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><intermediate><already><basic><builds><covers><free><model> - 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…
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· <code><tool><intermediate><blog><basic><covers><developers><earlier> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><intermediate><blog><already><api><article><capture><covers> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
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· <code><blog><article><covers><free><html><intermediate><need> - Realtime Raytracing in Bevy 0.17 (Solari)
Realtime Raytracing in Bevy 0.17 (Solari) is a September 2025 engineering blog post by jms55 on experimental hardware raytracing in Bevy 0.17 through the Solari plugin.
It gives…
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· <code><blog><article><covers><explains><frame><free><html> - Triple Buffering in Rendering APIs
Triple Buffering in Rendering APIs is a September 2025 practical guide on 4rknova.com explaining how a third swapchain image changes smoothness and throughput versus double…
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· <code><intermediate><blog><api><basic><covers><frames><free> - Bezier Curve as Easing Function In C++
Bezier Curve as Easing Function In C++ is a September 2025 guest post by Łukasz Izdebski Ph.D.
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· <code><intermediate><blog><api><article><basic><earlier><free> - Light beam shader in godot
Light beam shader in godot is a September 2025 passivestar.xyz tutorial recreating sharp Half-Life 2 style volumetric light shafts as Z-billboarded quads in Godot.
It explains…
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· <code><intermediate><blog><article><basic><explains><free><html> - LunarG Releases Vulkan SDK 1.4.357.0
LunarG announcement for Vulkan SDK 1.4.357.0 for Linux, macOS, and Windows, matching Vulkan API revision 1.4.357.
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· <code><tool><blog><api><developers><gpu><lunarg><releases> - Microsoft PIX
Performance tuning and debugging tool for DirectX 12 games on Windows and Xbox.
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· <tool><intermediate><builds><debugging><events><file><memory><releases> - Anatomy of a Texture
Deep dive into modern GPU texture memory layout through the lens of cross-platform texture conversion.
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· <code><blog><block><covers><cross><gpu><layout><memory>