- Foundations of Game Engine Development Vol. 2 - Rendering
Second volume on real-time rendering for engine developers - color science, projections, lighting, shadows, fog, visibility, and advanced topics like volumetrics and ambient…
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· <advanced><architecture><engine><intermediate><light><lighting><platform><stencil> - 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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· <constraints><free><global><includes><intermediate><lighting><production><rolling> - 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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· <across><advanced><artist><engine><helps><style><texture><textures> - 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><about><access><baked><free><lighting><moving> - 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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· <access><across><free><intermediate><maps><resolution><texture><textures> - GDC/ADDON 2022: How (not) to create Textures for VFX (Simon Trümpler / Simonschreibt)
Simon Trümpler's Simonschreibt page hosts his GDC 2022 Visual Effects Summit talk and an ADDON 2022 revision on VFX textures.
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· <access><channel><free><programmers><talk><textures><useful><video> - 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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· <about><diffuse><engine><free><half><intermediate><lighting><programmer> - ShaderQuest (Harry Alisavakis)
ShaderQuest is Harry Alisavakis's sequenced shader tutorial series on halisavakis.com, indexed as a category with Parts 0-6 from early 2021.
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· <access><bit><covered><engine><free><includes><programmers><work> - The Alters - a technical postmortem - Szymon Kurek || 11 bit studios ||
Game Industry Conference talk by Szymon Kurek of 11 bit studios on the technical postmortem of The Alters.
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· <code><talk><about><bit><conference><engine><multi><platform> - Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
Written companion to Claire Blackshaw’s Develop Brighton 2026 talk on shipping commercial VR in Godot and the community PS5/PSVR2 port work.
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· <code><console><engine><experience><shipping><talk><toward><work> - Ray Tracing Gems (Series)
Two-volume free online book series on real-time ray tracing techniques from industry experts.
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· <advanced><access><free><multi><production><texture><volumes> - Rendering Engine Architecture Conference (REAC)
Virtual conference on the craft of building real-time rendering engines - architecture, workflows, tooling, and product/engine tradeoffs rather than single algorithms.
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· <advanced><architecture><blizzard><global><illumination><live><slides> - Wicked Engine
Open-source C++ game engine with modern rendering features - real-time ray tracing, mesh shaders, GPU-driven rendering, and a lightweight editor.
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· <code><global><hardware><illumination><lighting><platform><shipping> - EGSR 2026: Lighting-Consistent Object Transfer Across Radiance Fields
EGSR 2026 talk video on lighting-consistent object transfer across radiance fields.
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· <advanced><talk><across><lighting><radiance><video><youtube> - Mathematics for 3D Game Programming and Computer Graphics
Eric Lengyel's textbook on vectors, transforms, lighting, visibility, collision, and shader-related math for game engines.
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· <gaps><lighting><stencil><visibility><volumes>