- Verlet Solver - simplest physics engine implementation
It targets developers who want stylised or lightweight simulation without adopting the full rigid-body feature set of built-in physics.
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· <code><general><diagrams><distance><dynamic><engine><physics><sdf> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
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· <general><free><gameplay><interested><keep><only><programmers><small> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
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· <code><advanced><free><fully><high><meshes><programmers><technical> - 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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· <built><demos><free><game><intermediate><level><meshes><physics> - 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><advanced><built><cited><engine><exposure><helps><marching> - 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><based><digging><distance><free><game><keep> - 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><based><free><game><intermediate><maps><marching><noise> - 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><engine><free><game><geometry><helps><intermediate><live> - 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><distance><field><free><programmers><sdf><sdfs><signed> - Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
Unreal Fest Chicago 2026 session introducing Mesh Terrain in Unreal Engine, a mesh-based alternative to heightfield landscapes for large worlds.
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· <code><alternative><based><engine><technical><terrain><tunnels><world> - How We Draw a 3D Sprite World: The Stylized Art of Never's End
GDC Vault talk by Ryan Juckett (Hypersect) on rendering Never's End as a hand-drawn 2D pixel-art look from fully 3D assets.
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· <code><general><dynamic><engine><fully><programmers><talk><technical> - 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><video><based><demos><free><grid><helps> - 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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· <code><video><built><free><live><meshes><prior><world> - Reinforcement Learning 04 : Motion Fields For Interactive Character Animation
Reinforcement Learning 04 : Motion Fields For Interactive Character Animation is a YouTube implementation talk on the Animation Tech channel where Jerome rebuilds ideas from the…
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· <code><math><advanced><video><demos><field><fields><free> - 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><math><advanced><cited><exposure><focused><free><helps> - Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed
Nintendo Switch 2 DLSS Image Quality Analysis: Tiny DLSS/Full-Fat DLSS Confirmed is a Digital Foundry YouTube investigation by Alex comparing Switch 2 temporal reconstruction…
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· <general><video><engine><fast><free><helps><programmers><reconstruction> - 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><advanced><explains><free><helps><meshes><prior><programmers> - 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><math><fast><free><helps><intermediate><practical><programmers> - BLAS Sharing for ray tracing cluster-based continuous level of detail
BLAS Sharing for ray tracing cluster-based continuous level of detail is a technical documentation page in NVIDIA nvpro-samples vk_lod_clusters describing how to share…
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· <code><advanced><based><brick><caching><diagrams><explains><free> - Game Terrain Generation Is Pretty Simple, Actually
YouTube tutorial on procedural terrain generation for games.
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· <math><video><built><engine><incremental><noise><terrain><worlds>