Graphics Programming 425


Vulkan Introduces Roadmap 2026 and New Descriptor Heap Extension

  • presents the Vulkan Roadmap 2026 milestone, which requires features such as variable-rate shading, shader clock queries, and higher descriptor limits
  • announces the VK_EXT_descriptor_heap extension, which exposes direct access to descriptor memory while retaining compatibility with existing descriptor sets


Dithering Series - Part 2

  • explains ordered dithering using threshold maps (Bayer matrices) to convert grayscale images into black-and-white patterns
  • compares threshold-map families (Bayer, cluster-dot, and void-and-cluster/blue-noise) and their characteristic visual textures
  • shows how matrix size affects smoothness and previews the next part on error-diffusion dithering


Reflective materials in Block Game

  • presents a system for adding reflections in the Block Game by rendering a back-facing view and applying it via spherized matcaps
  • uses reflected rays in view space instead of surface normals to correctly sample the environment map
  • implements stochastic blue noise blur for roughness effects and discusses limitations


[video] Terrain Texture Node Parameters - Terrain Shaders - Episode 13

  • demonstrates using the Terrain Texture Node in Unity’s Shader Graph to import terrain-system parameters for material layer settings
  • shows how to adjust layer properties (color tint, opacity, etc.) and notes practical Inspector/HDRP quirks


[video] How To Use Marching Cubes Practically In Games [DeepDive][Part 1]

  • covers practical challenges of using Marching Cubes at scale (performance, mesh transitions, LOD) in large games
  • discusses integration strategies (e.g., Transvoxel, streaming meshes) and common pitfalls for scalability
  • includes demos, time-coded chapters, and links to implementation resources for further reading


[video] Particle Collision // Physics For Game Dev #2

  • presents sphere-based particle collision detection and response, with practical code examples and a demo
  • explains momentum, kinetic energy, collision types, and coefficient of restitution, including a 1D→3D generalization


Thanks to Nathan Reed for support of this series.


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