- 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><blog><article><basic><follow><free><posts><rather> - Colored Outline Shader (Linden Reid)
Colored Outline Shader in Unity is Lindsey Reid's February 2018 lindenreidblog.com tutorial, third in her outline posts.
100% match
· <intermediate><blog><about><article><basic><before><free><like> - 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…
100% match
· <intermediate><blog><article><comfortable><cover><helps><notes><practitioners> - 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><blog><about><article><basic><before><compute><drawn> - 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
· <intermediate><blog><article><before><diving><free><helps><ideas> - Half-Edge Data Structure
The flipcode archives article from August 2000 explains the half-edge b-rep for triangle meshes.
100% match
· <intermediate><blog><article><basic><diagrams><html><ideas><list> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
100% match
· <intermediate><blog><article><before><free><gpu><list><memory> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits.
Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub.
Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
100% match
· <intermediate><blog><article><basic><before><page><readers><single> - NoGraphicsAPI
C++20 graphics library implementing bindless GPU-pointer and descriptor-heap ideas from the No Graphics API blog and talk.
94% match
· <code><gpu><ideas><library><like><memory><shared><targets> - Steps for Writing a Speed-of-Light GEMM kernel: Part 1
Part 1 of a CuTeDSL series on BF16 GEMM kernels for NVIDIA B200.
90% match
· <code><optimization><blog><kernels><matmul><memory><nvidia><shared> - Should you normalize RGB values by 255 or 256?
Technical essay comparing 8-bit RGB float conversion via division by 255 versus a 0.5-biased division by 256.
85% match
· <code><intermediate><blog><essay><later><quantization><technical><versus> - NVIDIA Nsight Systems
System-wide performance profiler for CPU-GPU timeline analysis, threading, and API trace on Windows and Linux.
83% match
· <optimization><intermediate><bottlenecks><deep><occupancy><overhead><systems><third> - 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).
83% match
· <code><blog><cuda><gpu><kernels><memory><nvidia><technical> - Render Hell 2.0
An illustrated, artist-friendly deep dive into the GPU raster pipeline - draw calls, batching, vertex fetch, rasterization, and bottlenecks.
81% match
· <optimization><deep><diagrams><notes><sections><vendor><warps> - Optimizing GPU-driven particle system to run 4x faster
The burning-object effect already simulates and draws on the GPU with compute shaders, append buffers, indirect dispatch, and indirect instanced rendering; this piece profiles each pass and tighten…
73% match
· <optimization><intermediate><blog><compute><follow><gpu><kernels> - Using grid to speed up dynamic collisions
The solver already handles velocity integration, static SDF colliders, iterative dynamic collisions, constraints, and invalid-position correction with Burst-compiled Unity Jobs.
67% match
· <code><optimization><intermediate><blog><comfortable><overhead><parallel> - Animation in Bevy: The Big Picture
Explains Bevy skeletal animation via AnimationPlayer, AnimationGraph, NodeIndex, and AnimationGraphHandle, then walks through the official Animated Mesh example.
60% match
· <code><intermediate><blog><mental><model><readers><walks> - Game Programming Patterns
A practical guide to design patterns in game code - object pools, spatial partitioning, state machines, and more.
56% match
· <code><diagrams><drawn><helps><optimization>