- UnrealImporterRules-CPP (GitHub)
C++ reference implementation of configurable post-import validation and actions in Unreal, extended by Escape Asset Helper.
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· <code><library><advanced><class><documentation><readme><repository><tests> - 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><covers><first><free><low><need><want> - 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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· <driven><free><intermediate><level><rather><specific><style><want> - 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><alone><based><build><class><covers><documentation> - 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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· <aimed><based><especially><free><intermediate><need><project><source> - 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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· <already><free><intermediate><need><published><rather><shared><transforms> - 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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· <already><based><documentation><engineers><free><intermediate><want><work> - 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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· <already><based><documentation><first><free><intermediate><links><rather> - Introducing WebGPU-Bench: A WebGPU Microbenchmark
Blog post introducing webgpu-bench, a WebGPU micro-benchmark suite used by Web3D Survey to measure arithmetic, memory access, operation costs, and compute strategies.
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· <code><optimization><memory><need><specific><suite><tooling><written> - How sparse resources helped my GPU-driven renderer memory usage
Blog post by Zino on using D3D12 sparse (tiled/reserved) resources to manage large persistent buffers in a GPU-driven renderer.
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· <code><optimization><advanced><already><driven><gpu><management><memory> - Introducing CUDA Rust: Two Tracks for Writing GPU Kernels
NVIDIA Technical Blog introducing CUDA Rust via cuda-oxide (SIMT kernels compiled to PTX) and cutile-rs (tile-based kernels on stable Rust).
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· <code><advanced><based><cuda><gpu><kernels><memory><nvidia> - Steps for Writing a Speed-of-Light GEMM kernel: Part 1
Part 1 of a CuTeDSL series on BF16 GEMM kernels for NVIDIA B200.
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· <code><optimization><advanced><core><kernel><kernels><memory><nvidia> - Slughorn, MIT-licensed GPU-agnostic Slug font/glyph rendering library for OpenGL/OSG/Vulkan and all GPU-driven graphics APIs
AlphaPixel blog post announcing Slughorn, an MIT-licensed C++20 library that adapts Eric Lengyel’s Slug-style GPU curve data for OpenGL, Vulkan, OSG, and related APIs.
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· <code><library><aimed><bindings><driven><gpu><layer><rather> - Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight
Revealing NVIDIA Closed-Source Driver Command Streams for CPU-GPU Runtime Behavior Insight recovers hardware command streams from NVIDIA's closed-source userspace driver by…
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· <code><optimization><advanced><aimed><cuda><gpu><kernel><nvidia> - demote_tracker is a commandline utility to visualize demoted graphics card memory
demote_tracker is a commandline utility to visualize demoted graphics card memory is an open-source tool hosted on GitHub.
Tiny Win32 console utility that tracks GPU memory…
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· <optimization><aimed><gpu><memory><open><readme><release><repository> - 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><aimed><aligned><already><based><covers><driven><first> - 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><advanced><alone><covers><free><level><rather><shared> - 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><optimization><already><build><covers><first><free><gpu> - 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><advanced><covers><free><intermediate><links><need><rather> - 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><optimization><covers><free><intermediate><memory><semantics><useful>