- 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
100% match
· <intermediate><access><free><game><gameplay><games><object><programmers> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match
· <access><examples><free><game><games><long><models><oriented> - 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
100% match
· <intermediate><design><form><free><game><long><rather><style> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match
· <general><access><examples><free><intermediate><object><programmers><systems> - 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,
100% match
· <code><access><better><big><class><data><examples><fat> - Febucci
's blog is the public writing hub of the Febucci studio (Text Animator, Unity and Godot tools, and indie games).
100% match
· <code><intermediate><access><engine><free><game><games><including> - 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.
100% match
· <general><intermediate><engine><free><game><games><rather><using> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <general><intermediate><data><game><interactive><per><programmers><style> - Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
Extended video talk by Sebastian Aaltonen on why modern graphics APIs and drivers grew so complex and what a cleaner design for current GPUs could look like.
96% match
· <code><talk><architects><design><engine><extended><historical><models> - A field guide to rendering: from triangles to Gaussians
Long-form field guide by Nikolaos Papadopoulos surveying how 3D scenes become pixels, framed as object-order versus image-order strategies.
88% match
· <code><general><form><interactive><long><object><versus><want> - The Cherno (YouTube)
Yan Chernikov's C++ and game-engine development channel, including the Hazel engine series, OpenGL/graphics episodes, and software engineering fundamentals for aspiring engine…
83% match
· <code><general><architecture><ecs><engine><extended><oriented><youtube> - C++ Concurrency in Action
Reference on multithreading and parallelism in C++ - threads, atomics, locks, and task-based designs.
69% match
· <code><algorithms><data><examples><intermediate><recording> - 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.
62% match
· <code><general><component><contrasts><engine><history> - The Infinite Loop - Computer Graphics
Technical blog posts on spatial data structures (quadtrees, octrees), collision, and graphics algorithms with working code.
58% match
· <code><intermediate><algorithms><heavy><oriented><trees> - What Every Programmer Should Know About Memory
Ulrich Drepper's classic paper on CPU caches, memory hierarchies, NUMA, and prefetching.
56% match
· <general><access><hierarchies><hierarchy><systems> - Game Programming Patterns
A practical guide to design patterns in game code - object pools, spatial partitioning, state machines, and more.
50% match
· <code><general><architecture><examples><gameplay> - Unreal Engine 5 Style Guide (Allar)
Widely used community Unreal project conventions for prefixes, suffixes, folder layout, and naming referenced in student pipeline tools.
44% match
· <general><default><free><project>