Weekly curated digest for Unity game developers covering technical art breakdowns, VFX techniques, shader preloading performance tips, and whether math is required for game dev. Includes links to articles on real-time fluid fire simulation in Ignitement, No Rest for the Wicked's painterly rendering approach, and Cairn's rock material system using compute shaders. Also features videos on using Claude AI to build Unity inspectors, Unity Awaitables, and avoiding over-engineering. A large collection of open-source Unity tools and assets is listed, including isometric pipelines, blur shaders, dependency injection frameworks, GOAP AI libraries, and more.

7m read timeFrom gamedevdigest.com
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