This is a list of graphics/tools/engine/game programming resources to learn from. At the moment it's just a messy pile of links. I will try to add more links and classify them into files. These are just links mainly from Twitter, courses and books.
- Memory, Cache, CPU optimization resources
- RDNA Architecture Presentation
- RDNA Performance Guide
- RDNA ISA
- RDNA whitepaper
- Unreal Engine performance guide
- Twitter thread about transparency
- Multithreading and copying Twitter thread
- Hardware Store Elimination
- Computer speed quiz
- Volumetric Clouds Resources List
- GPU architecture resources
- A history of Nvidia Stream Multiprocessor
- How bad memory allocation made Rust slower than Go
- SSE/AVX matrix multiply
- Ice Lake GPU programmer's reference manual
- Let's Learn x86-64 Assembly!
- AstrEngine (Vulkan)
- It's all about memory
- Ease sorting and make it faster(Twitter thread)
- Faster math functions
- Even faster math functions
- MMIX Pipe, Donald Knuth
- Math that will get you very far in computer graphics and games (Twitter thread)
- Linux vs Windows for engine programming
- Simpler data structures in C
- Immersive linear algebra
- Windows Systems Programming
- Clang Language Extensions
- GCC-family atomic intrinsics
- CPU-based path tracer
- Optimizing Pixomatic For Modern x86 Processors: Part II
- Speeding up Lighthouse 2
- GCC always assumes aligned pointer accesses
- Programming discussion: Speed (J. Blow, S. Barrett)
- Data oriented design in front-end development (Twitter thread, blog posts)
- Scalable Ray Traced Global Illumination in Real Time
- Unmasking the Arkham Knight
- Bringing HLSL RayTracing to Vulkan
- Advice for geometric software operations
- Simple printf on GPU
- Applied Reverse Engineering: Accelerated Assembly
- Links to GDC 2020 Talks and More
- Vulkan Testbed
- Next-Gen Rendering Technology at Pixar
- Intel presentations for GDC 2020
- Intel ISPC in Unreal Engine 4: A Peek Behind the Curtain
- Discussion: Animation, Language Design, Understandable Code, Productivity (J. Blow, Casey Muratori)
- Twitter thread about copying files
- Reinventing the Geometry Pipeline: Mesh Shaders in DirectX 12 | Shawn Hargreaves | DirectX Dev Day
- A Fast Distributed Cache for Microsoft's C/C++ Compiler
- Fastbuild
- DirectX 12 Ultimate
- RayTracing in Vulkan
- DirectX 12 Education
- Avoiding cache line overlap by replacing one 256-bit store with two 128-bit stores
- The Making of Prince of Persia: Journals 1985 - 1993
- Twitter thread about spinlocks
- GDC Booth Presentation by ARM - ASTC: the future of texture compression
- Enable Ray Tracing: Two-Level Acceleration Structure
- Game physics thread
- Linux performance debugging
- Task system Twitter thread
- VS2019 mem tools
- Writing an efficient Vulkan renderer
- Entity Memory Contiguity: A Tale About Simplicity
- Programming principles from idSoftware
- Wirth's law
- Mitsuba Renderer
- How we made particles twice as fast through cache optimisation
- enkiTS, Task System
- Vulkan Mobile Best Practices FAQ
- RayTracing Essentials
- klein, math library
- WASM SIMD
- Asset pipelines thread
- HandmadeCon 2016 - Asset Systems and Scalability
- MC_Ruler, LLVM-MCA integration
- Hashed Alpha Testing
- Game Programmer Resume Tips
- C Library Readability Rubric
- Spatial Computing Fundamentals
- Nvidia Vulkan Raytracing Tutorial
- Deep Thoughts Engineering Speaker Series: John Carmack
- Sokol samples
- Data Driven Rendering: Pipelines
- Discussion about vectors and containers
- On the Metal, low-level programming podcast
- Vulkan subgroups
- Basic Skeletal Animation with Geometric Algebra
- Vulkan Synchronization Primer
- How to learn Vulkan
- Nvidia DirectX 12 RayTracing Tutorial
- Tip on dynamic data structures and virtual memory
- Engine Optimization: Fast High-Quality Cloudscape through Noise and Reprojection
- sokol_gfx.h Backend Tour
- SIMD thread
- List of cool blogs on game programming, graphics, theoretical physics, and other random stuff
- Real-time Subdivision Surfaces on the GPU
- Vulkan abstraction problem
- The Peak-Performance-Percentage Analysis Method for Optimizing Any GPU Workload
- Build a 65c02-based computer from scratch
- Productiviy thread
- Synthesis Lectures on Computer Graphics and Animation
- Synthesis Lectures on Computer Architecture
- Google tcmalloc
- SIMD visualization
- Optimizing Game Development with GPU Performance Events
- Memory profiling thread
- Memory bandwidth napkin math
- Runtime Compiled C++
- Static linking custom libc in Linux-clang
- Async Texture Streaming System overview thread
- SLEEF: A Portable Vectorized Library of C Standard Mathematical Functions
- Thread about a graphics/game career
- Game Server Performance on Tom Clancy's The Division 2
- HLSL as a First Class Vulkan Shading Language
- Vulkan Timeline Semaphores
- Vk Raytracing tutorial
- Game AI Pro
- Vulkan Guide
- Win32 questions
- Intel's Games Task Scheduler
- Physics-based animation
- Float toy
- An Opinionated Post on Modern Rendering Abstraction Layers
- Comprehensible Rendering of 3D Shapes
- Diligente Engine
- Clang precompiled headers and improving C++ compile times, take #2
- Direct3D 11 Debug API Tricks
- GPU architecture Twitter thread
- Cache complexity course slides
- Raw WebGPU
- WinPixEventRuntime
- Tutorial on using Vulkan's VK_EXT_debug_marker with RenderDoc
- How to learn graphics programming Twitter thread
- Strand-based Hair Rendering in Frostbite
- Iñigo Quilez YouTube channel
- Blink
- Oral history of Robert P. Colwell (1954- )
- You and Your Research, Richard Hamming
- Vulkan from zero to hero
- Some Nvidia Vulkan samples
- Applying for Entry Level Graphics Jobs in Games
- Getting Faster and Leaner on Mobile: Optimizing Roblox with Vulkan
- Myths Programmers Believe about CPU Caches
- 2019 LLVM Developers’ Meeting: A. Ganea “Optimizing builds on Windows”
- Bringing Fortnite to Mobile with Vulkan and OpenGL ES - GDC 2019
- Handmade Seattle
- Good Times with a Pile of GPUs
- Inventing an Instruction Set
- Let's Talk About Queues
- Handmade Dev Show
- Vulkan Mobile Best Practices - Descriptor and Buffer Management
- Optimizing Parallel Redution in CUDA
- Optimizing path tracing with SIMD
- Introducing C++ Build Insights
- Sebastian GPU thread
- GPU optimization for gamedev
- Three Statistical Tests Every Game Developer Should Know
- Dissecting the NVIDIA Volta GPU Architecture via Microbenchmarking
- Dissecting the NVidia Turing T4 GPU via Microbenchmarking
- Performance matters
- Ray Tracing Gems v1.6
- Vulkan Mobile Best Practice: Picking the Most Efficient Load/Store Operations
- Raw DirectX 12
- How to find expensive locks in multithreaded application
- Memory management: an introduction
- Surface Gradient Based Bump Mapping Framework
- PBR Guide
- Handles are the better pointers
- SIGGRAPH University 2019 Course - My Favorite Samples
- Clang Build Analyzer
- Modern C for C++ Peeps
- Hello triangle API comparison pic
- Brokkr, Vulkan framework
- Memory allocation thread
- Variance-Aware Multiple Importance Sampling
- The making of Gears 5
- Memory tracking thread
- SIGGRAPH 2019 Nvidia videos
- Introduction to mesh skinning, Handmade Hero
- Hybrid screen-space reflections
- Acceleration data structures for raytracing
- Disney's Hyperion papers
- Down the rabbit hole of performance monitoring
- A lot of good graphics stuff
- Misunderstanding Multilayering (Diffuse-Specular Energy Conservation)
- Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time Game Engines
- Gamedev Tutorial: Trigonometry Basics – Sine & Cosine
- Gamedev map
- Gamejobs
- Image-based lighting in DirectX 12
- Memory bound target
- Visual Studio shader designer
- Image-based lighting with multiple scattering
- Advanced Single Instruction Multiple Data (SIMD) Programming with Intel® Implicit SPMD Program Compiler
- Introduction to real-time raytracing
- Sharper Mipmapping using Shader Based Supersampling
- Some issues are very educational on low level graphics APIs
- How (not) to test graphics algorithms
- Compute only DirectX 12
- Yet another blog explaining Vulkan synchronization
- Free PBR
- PBR textures
- Frostbite hair rendering and simulation
- The development of the C language
- How To: Data Lookups Via Raytracing
- Culling the Battlefield: Data Oriented Design in Practice
- Advances in real-time rendering SIGGRAPH 2019
- SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production
- Real Shading in Unreal Engine 4
- Modern desktop IO thread
- EACopy (robocopy alternative)
- Performance Speed Limits
- What's new in CPUs since the 80s?
- Alpha compositing
- Differences in memory management between DirectX 12 and Vulkan
- Pitfalls of linear sample reduction
- Data structures Part 1: Bulk Data
- Depth precision
- Depth precision visualized
- Scintillanting snippets: reconstructing position from depth
- Compact Normal Storage for small G-Buffers
- How to Start Learning Computer Graphics Programming
- High performance graphics slides 2019
- Robust pipeline cache serialization
- Foveated AR: Dynamically-Foveated Augmented Reality Display
- Create Performant games with Vulkan and the Arm Mobile Studio – Reboot Develop 2019
- Lasse Jon Fuglsang Pedersen, Robert Cupisz - Making of The Heretic
- I3D'19 Keynote: "Reflections on The Unfinished Revolutions in Personal Computing" (Andy van Dam)
- GPU hash functions thread
- Triangles Are Precious
- Using DXC in practice
- Anis Benyoub - Leveraging Ray Tracing Hardware Acceleration In The Unity Game Engine
- 3D'19 Keynote: Stephen McAuley of Ubisoft on "Advances in Rendering, Graphics Research and Video Game Production"
- Pursche Vennstrom - Checkerboard rendering in Dark Souls: Remastered
- Philip Hammer - Bindless Deferred Decals in The Surge 2
- Dynamic Many-Light Sampling for Real-Time Ray Tracing
- The Art of Profiling Using Intel VTune Amplifier, Part 1
- Cache-friendly programming exercises thread
- Halcyon: Rapid innovation using modern graphics– Reboot Develop 2019
- Designing and evaluating reusable components(2004, Casey Muratori)
- Immediate-mode graphical user interfaces
- 2019 Reboot Develop Blue
- Render graphs thread
- Real-Time Rendering with Lighting Grid Hierarchy
- Halcyon + Vulkan
- Writing a simple code generator
- Parallelizing the Naughty Dog Engine Using Fibers
- McGuire blog
- Avoiding instruction cache misses
- A Survey of Blue-Noise Sampling and Its Applications
- Ambient Dice Specular Approximation
- Tips and Tricks: Vulkan Dos and Don’ts
- Reverse-engineering The Witcher 3
- Interactive computer graphics
- Parallel computing
- OOO and branch prediction thread
- A whirlwind introduction to dataflow graphs
- Breaking down barriers
- Leveraging asynchronous queues for concurrent execution
- Asynchronous Compute in DX12 & Vulkan: Dispelling Myths & Misconceptions Concurrently
- Moving to Vulkan: asynchronous compute
- Demystifying asynchronous compute
- DirectX 12, LiquidVR may breathe fresh life into AMD GPUs thanks to asynchronous shading
- Maximizing GPU Efficiency in Extreme Throughput Applications
- Nvidia Quadro dual copy engines
- Multi-engine synchronization
- Crunching numbers with AVX and AVX2
- SIMD at Insomniac Games
- Spatial partitioning
- A simple Vulkan compute example
- Thinking Parallel, Part I: Collision Detection on the GPU
- Circle-circle collision tutorial
- Programming balls
- Advanced data structures
- Math all in one cheat sheet
- Easy VRS Integration with Eye Tracking
- What Makes a (Graphics) Systems Paper Beautiful
- Instructions’ Latencies Characterization for NVIDIA GPGPUs
- Approximating Global Illumination with Real-Time Ambient Occlusion
- Boost rendering performance with Variable Rate Shading | Game Developers Conference 2019
- Blockwise Multi-Order Feature Regression for Real-Time Path Tracing Reconstruction
- Game engine black books
- How to make fighting games
- Understanding metalness
- Reading assembly
- How we made Neon Noir
- Why software projects take longer than you think: a statistical model
- Easy to follow introduction to Markov chains
- Sebastian C++ rant
- Volta & Turing: architecture and performance optimization
- Ray-Traced Global Illumination for Games: Massively Parallel Path Space Filtering | GTC Silicon Valley 2019
- Under the hood of Shadow of the Tomb Raider
- Everyone watching this is fired
- What every compiler writer should know about programmers or “Optimization” based on undefined behaviour hurts performance
- 9 Things Learned While Building Frostbite’s Cinematic Tools
- Understanding data-oriented design for entity component systems - Unity at GDC 2019
- Resources for learning graphics programming
- Geometry for computer graphics
- Universal Rendering Pipeline
- Casual Shadertoy Path Tracing 1: Basic Camera, Diffuse, Emissive
- AVX-512 Mask Registers, Again
- How to Calculate single-vector Dot Product using SSE intrinsic functions in C
- Intel AVX: 256-bits version of dot product for double precision floating point variables
- Bit Twiddling Hacks
- #AltDevBlog
- GDC Vault - Classic Game Postmortem - PITFALL!
- Gamasutra - Programming Responsiveness
- Gamasutra - Measuring Responsiveness in Video Games
- Game Programming Gems
- Mike Acton en Twitter: "What's one article or book you found particularly influential and have gone back to multiple times to review?" / Twitter
- api - DirectX / OpenGL(Vulkan) concepts mapping chart - Computer Graphics Stack Exchange
- Immersive Math
- Game Developers Conference 2019 links – Interplay of Light
- Tips and Tricks: Ray Tracing Best Practices | NVIDIA Developer Blog
- Resources for Learning Graphics Programming — Stephanie Hurlburt
- The blog at the bottom of the sea « Programming, Graphics, Gamedev, Exotic Computation, Audio Synthesis
- New in D3D12 – DirectX Raytracing (DXR) now supports library subobjects | DirectX Developer Blog
- ARM-software/vulkan_best_practice_for_mobile_developers: Vulkan best practice for mobile developers
- The-Architecture-of-Intel-Processor-Graphics-Gen11_R1new.pdf
- DirectX-Graphics-Samples/VariableRateShading.md at develop · Microsoft/DirectX-Graphics-Samples
- Variable Rate Shading: a scalpel in a world of sledgehammers | DirectX Developer Blog
- Programming FreeSync 2 support in Direct3D
- Programming HDR monitor support in Direct3D
- How to design API of a library for Vulkan?
- zeux.io - Home
- Mipmap - Wikipedia
- Observations about the rendering of Metro: Exodus – Balázs Török – Medium
- The Peak-Performance-Percentage Analysis Method for Optimizing Any GPU Workload | NVIDIA Developer Blog
- Game Developers Conference 2019 links – Interplay of Light
- Visual Math
- GDC Vault - "Shadows" of the Tomb Raider: Ray Tracing Deep Dive (Presented by NVIDIA)
- Are we out of memory?
- What Every Programmer Should Know About Memory
- DirectX-Specs | Engineering specs for DirectX features.
- Rich Geldreich's Tech Blog
- GPU Optimization for Games
- 29.5. Surface Queries
- vulkan - Wat does the "vkCreateSwapchainKHR:internal drawable creation failed." means - Stack Overflow
- Casual Introduction to Low-Level Graphics Programming — Stephanie Hurlburt
- Introduction to C++/Graphics - Google Slides
- Index - Graphics in Plain Language
- The Book of Shaders
- Conversation with Rich, 1/13/17 — Stephanie Hurlburt
- Draw calls in a nutshell
- Draw calls in a nutshell
- GDC Vault - SIMD at Insomniac Games: How We Do the Shuffle
- Performance Tweets Series: Root signature & descriptor sets - GPUOpen
- GitHub - Angelo1211/HybridRenderingEngine: Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
- Portfolio
- Optimization of Computer Programs in C
- GDC Vault - Cold, Hard Cache: Insomniac's Cache Simulator
- Fireside chat - YouTube
- HMH videos
- LOGL
- HMH GH
- HMH
GDC Vault - Simple SIMD Using ISPC (Intel(r) SPMD Program Compiler) (Presented by Intel)
- Eye - Wikipedia
- Amazon.com: Incognito: The Secret Lives of the Brain (9780307389923): David Eagleman: Books
- PAL - Wikipedia
- Google I/O 2012 - Jank Busters: Building Performant Web Apps - YouTube
- Motion blur - Wikipedia
- 2.5D - Wikipedia
- Why you should use WebGL - Codeflow
- Checkershadow Illusion
- Incredible Shade Illusion! - YouTube
- how many photons emitted from a light bulb - Straight Dope Message Board
- The Origins of the Teapot | IEEE Computer Society Digital Library
- The History of The Teapot - Wikiid
- Utah teapot - Wikipedia
- three.js webgl - materials
- Real-Time Rendering - Google Play
- A trip through the Graphics Pipeline 2011: Index | The ryg blog
- OnePC Product Reviews - PowerColor Evil KYRO - Page 2/13
- Intro to WebGL with Three.js
- WebGL Overview - The Khronos Group Inc
- K14190_text.pdf
- Light field - Wikipedia
- Raskar, MIT Media Lab, Computational Photography, Imaging and Video
- https://www.udacity.com/wiki/cs291
- 3D printing - Wikipedia
- 3D Printing Resources
- Amazon.com: Fabricated: The New World of 3D Printing (9781118350638): Hod Lipson, Melba Kurman: Books
- Cartesian coordinate system - Wikipedia
- Amazon.com: Foundations of 3D Computer Graphics (The MIT Press) (9780262017350): Steven J. Gortler: Books
- Column Vectors Vs. Row Vectors
- Z-fighting - Wikipedia
- Visible spectrum - Wikipedia
- Color - Wikipedia
- Additive color - Wikipedia
- Subtractive color - Wikipedia
- CMYK color model - Wikipedia
- Mach bands - Wikipedia
- DualDepthPeeling
- Stochastic Transparency|NVIDIA
- Transparency (or Translucency) Rendering | NVIDIA Developer
- Depth-presorted triangle lists
- GPU Gems | NVIDIA Developer
- A-buffer - Wikipedia
- Order-independent transparency - Wikipedia
- Chrysaora Jellyfish - Procedural modeling breakdown on Vimeo
- Its-Really-Not-a-Rendering-Bug-You-see....pdf
- Euler angles - Wikipedia
- GPU Gems 2: Chapter 3. Inside Geometry Instancing | NVIDIA Developer Zone
- An Intuitive Guide to Linear Algebra – BetterExplained
- "Efficiently Building a Matrix to Rotate One Vector to Another"
- Cross product - Wikipedia
- Ray Tracing News, Volume 1, Number 1
- Amazon.com: Practical Linear Algebra: A Geometry Toolbox (9781568812342): Gerald Farin, Dianne Hansford: Books
- Amazon.com: Mathematics for 3D Game Programming and Computer Graphics, Third Edition (8601419489978): Eric Lengyel: Books
- Mirror - Wikipedia
- Feynman: Seeing Things FUN TO IMAGINE 8 - YouTube
- William.Sig78.pdf
- CABINET / A Short History of the Shadow: An Interview with Victor I. Stoichita
- Variance Shadow Maps | Light is beautiful
- Casting Shadows in Real Time
- Amazon.com: Ray Tracing from the Ground Up (9781568812724): Kevin Suffern: Books
- RT08 with notes
- Eric Haines' Homepage
- Ray Tracing News Guide
- Demoscene - Wikipedia
- Path tracing - Wikipedia
- Photon mapping - Wikipedia
- Spectralon - Wikipedia
- 3D projection - Wikipedia
- Homogeneous coordinates - Wikipedia
- Vertigo Effect - TV Tropes
- Panning (camera) - Wikipedia
- Strafing (gaming) - Wikipedia
- Learning to Love your Z-buffer.
- Outerra: Maximizing Depth Buffer Range and Precision
- OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
- Amazon.com: OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition) (9780321552624): Dave Shreiner, Bill The Khronos OpenGL ARB Working Group: Books
- Amazon.com: Advanced Graphics Programming Using OpenGL (The Morgan Kaufmann Series in Computer Graphics) (9781558606593): Tom McReynolds, David Blythe: Books
- Chapter 3 - OpenGL Programming Guide
- OpenGL Transformation
- GLSL Programming/Vertex Transformations - Wikibooks, open books for an open world
- Real-Time Rendering · FXAA Rules, OK?
- Filtering Approaches for Real-Time Anti-Aliasing
- SMAA: Enhanced Subpixel Morphological Antialiasing
- Humus - Textures
- Free and Open Source Textures | OpenGameArt.org
- Free Texture Maps, Download Free Texture Maps at TurboSquid
- textures Free Downloads | AREA by Autodesk
- Real-Time Rendering · Limits of Triangles
- Procedural World: Wang Tiles
- See premultiplied alpha articles
- Lens flare - Wikipedia
- john-chapman-graphics: Pseudo Lens Flare
- Runtime Lightmap Generation for WebGL | PlayCanvas
- Screen space ambient occlusion - Wikipedia
- Ambient occlusion - Wikipedia
- Advanced WebGL - Part 3: Irradiance Environment Map - Codeflow
- The irradiance volume.pdf
- GDC 2005
- OpenGL Insights
- Khronos OpenGL® Registry - The Khronos Group Inc
- OpenGL - 404 Error Page not found
- OpenGL Shading Language - OpenGL Wiki
- OpenGL 4 Reference Pages
- OpenGL Shading Language (GLSL) Quick Reference Guide
- Data Types and Variables » Lighthouse3d.com
- Pixel Shaders: An Interactive Introduction to Graphics Programming
- Amazon.com: Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) (9781558608481): David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steve Worley: Books
- Everything has Fresnel – Filmic Worlds
- Fresnel equations - Wikipedia
- Memo on Fresnel equations | Sébastien Lagarde
- Schlick's approximation - Wikipedia
- Slides of my FMX 2013 presentation on Physically Based Shading | The Tenth Planet
- Basic Theory of Physically-Based Rendering | Marmoset
- Physically Based Shading Models for Film and Game Production
- Uptodateabove
- Uptodateabove2
- Gamma correction - Wikipedia
- The Importance of Being Linear
- Linear-Space Lighting (i.e. Gamma) – Filmic Worlds
- Blog – Filmic Worlds
- sRGB - Wikipedia
- Real-Time Rendering · Search results for srgb
- WebGL EXT_sRGB Extension Specification
- ShaderX/GPU Pro/GPU Zen Books
- Color FAQ - Frequently Asked Questions Color
- stackgl/shader-school: A workshopper for GLSL shaders and graphics programming
- Shadertoy BETA
- Advances in Real-Time Rendering in 3D Graphics and Games
- Beyond Programmable Shading 2012
- Motion capture - Wikipedia
- Motion Database HDM05
- Key frame - Wikipedia
- String interpolation - Wikipedia
- Interpolation (computer graphics) - Wikipedia
- Essential Math for Games Programmers
- Flip book - Wikipedia
- Benettonplay! Flipbook! - Maker
- Slerp - Wikipedia
- Understanding Rotations
- Morph target animation - Wikipedia
- fuzzyParticles.pdf
- Museum of the Microstar - A DX11 contest entry by RUST LTD and co - Unity Forum
- Object/Object Intersection
- Physics-Based Animation
- CGSociety
- Nucleus: Towards a Unified Dynamics Solver for Computer Graphics
- Physically Based Modeling
- Virtual Texturing in Software and Hardware | dickyjim
- Level of Detail for 3D Graphics
- 3D Engine Design for Virtual Globes
- Michael Garland - Surface Simplification using Quadric Error Metrics
- Efficient Occlusion Culling
- Hardware Occlusion Queries Made Useful
- Horizon Culling | cesium.com
- Vulkan WebArchive
- Beginner-Friendly Vulkan Tutorials — Stephanie Hurlburt
- Vulkan Memory Management
- Synchronization Examples · KhronosGroup/Vulkan-Docs Wiki
- Breaking Down Barriers – Part 1: What’s a Barrier? – The Danger Zone
- Leveraging asynchronous queues for concurrent execution - GPUOpen
- Asynchronous Compute in DX12 & Vulkan: Dispelling Myths & Misconceptions Concurrently - YouTube
- 9-Asynchonous-compute.pdf
- Demystifying Asynchronous Compute : nvidia
- DirectX 12, LiquidVR may breathe fresh life into AMD GPUs thanks to asynchronous shading - ExtremeTech
- Slide 1
- Dual_copy_engines.pdf
- Synchronization and Multi-Engine - Windows applications | Microsoft Docs
- niagara/niagara.cpp at 20cff397aa4fa35284fe6989efd1c6c87ecdc9a0 · zeux/niagara
- VK
- Where is the DirectX SDK? - Windows applications | Microsoft Docs
- Working with D3DXMath - Windows applications | Microsoft Docs
- www.d3dcoder.net
- dbartolini/data-oriented-design: A curated list of data oriented design resources.
- Semantic Compression
- Jonathan Blow's home page
- Jonathan Blow's home page
- Jonathan Blow's blog
- KPS_2015_submission_29.pdf
- Meltdown/Spectre | Web | Google Developers
- strace
- SSE/AVX matrix multiply
- Geometric Tools: Documentation
- The microarchitecture of Intel and AMD CPUs
- Making your own 4 bit computer from transistors : programming
- Amit’s A* Pages
- ASMx86
- The Definitive C Book Guide and List - Stack Overflow
- Notes on Data Structures and Programming Techniques (CPSC 223, Spring 2018)
- Signed integer (32-bit) Converter
- Getting started with system programming? - Software Engineering Stack Exchange
- Learning C++: units and dimensions with C++ templates
- Operating Systems Lecture Notes
- C, C++, Python, Java, JavaScript - Explorar - Google Trends
- Build Your Own Text Editor
- The C++ Annotations
- Anton's Research Ramblings - 2018_03_08_how_i_write_code
- Embedded Developer, what skills are important - Stack Overflow
- CodeProject - For those who code
- GitHub - bnb/awesome-developer-streams: 👩🏿💻👨🏾💻👩🏼💻👨🏽💻👩🏻💻 Awesome Developers, Streaming