- 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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· <basic><free><intermediate><level><often><pipeline><reference><work> - 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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· <advanced><comfortable><helps><notes><prior><procedural><readers><reference> - 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><basic><free><gpu><last><pipelines><reading> - 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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· <abstract><authoring><free><intermediate><notes><pages><procedural><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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· <abstract><accessible><free><helps><ideas><intermediate><linear><link> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
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· <basic><compared><ideas><intermediate><linear><notes><often><page> - 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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· <basic><compared><free><intermediate><linear><often><use><work> - Partial Derivatives (ddx, ddy, fwidth) (Ronja)
Ronja’s tutorial 046 demystifies HLSL partial derivatives: ddx and ddy measure how a value changes across 2×2 pixel quads, and fwidth combines them for screen-space-aware filtering.
Demonstrates greyscale debug views, then builds an anti-aliased step (aaStep) that widens cutoffs by one pixel’s gradient - reducing jaggy fire, toon bands, and procedural edges versus raw step().
Includes a scrolling noise fire shader comparing step, aaStep, and smoothstep.
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· <case><compared><free><functions><gpu><pipelines><simpler><use> - Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering presents anisotropic Gabor kernels as an alternative to Gaussian primitives for volumetric path tracing,…
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· <code><advanced><paper><accessible><last><level><link><page> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
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· <code><advanced><paper><accessible><last><level><link><presents> - High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization presents a deferred software rasterization pipeline for real-time strand-based hair…
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· <code><advanced><paper><accessible><high><last><link><pipeline> - Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization
Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization.
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· <code><advanced><paper><accessible><cuda><gpu><last><link> - 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><advanced><paper><accessible><case><cuda><gpu><last> - Tool Brick (GitHub)
Procedural LEGO building pipeline for Unreal: LDraw ingestion, Houdini PDG stud-snapping, and in-engine placement covering roughly 945 parts.
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· <code><case><pipeline><procedural><stage> - Tool Brick - Houdini PDG and stud algorithm (breakdown)
Breakdown of Tool Brick's Houdini side: PDG batching, stud-snapping geometry, and preparing LDraw parts for Unreal import.
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· <code><advanced><pipeline><procedural><stage>