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    Alan Zucconi

    alanzucconi.com · Personal blog · on HN since 2014

    Alan Zucconi writes tutorials on shaders, procedural animation, color, and math for game and graphics programming.

    Visit blogRSSHN submissions
    GamesProgrammingMath
    What HN says

    Commenters recommend his tutorials as clear first steps for shaders and graphics, including his diffraction grating and atmospheric scattering articles that produce working images.

    Stats for nerds
    53HN people shared it
    202linked in comments
    529story points
    Feb 2026last shared
    2014people per year2026

    Top posts on HN

    1. 1
      The challenging task of sorting colours
      7 people · 62 points · first shared 2015 · 5 comments on HN
    2. 2
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    3. 3
      Behind the Technology That Makes Facebook 3D Photos Possible
      1 person · 36 points · first shared 2019 · 4 comments on HN
    4. 4
      An Introduction to Minecraft Modding
      1 person · 18 points · first shared 2021 · 4 comments on HN
    5. 5
      An Introduction to DeepFakes: Theory and Practice
      1 person · 18 points · first shared 2018 · Discussion on HN
    6. 6
      Understanding Deep Dreams: An ELI5 on CNNs
      1 person · 14 points · first shared 2016 · 1 comments on HN
    7. 7
      Valve's Flickering Lights
      4 people · 13 points · first shared 2024 · 1 comments on HN
    8. 8
      Cellular Automata and GPUs
      1 person · 11 points · first shared 2016 · 1 comments on HN
    9. 9
      An Introduction to Signal Smoothing and Edge Detection
      1 person · 8 points · first shared 2016 · Discussion on HN
    10. 10
      Volumetric Rendering: Signed Distance Functions
      2 people · 6 points · first shared 2016 · Discussion on HN

    What HN people wrote when they linked it

    • honkycatFeb 2022

      For procedural animation: I have yet to find the path to learning this skill. It is very opaque, and I think you just need to attack it with your brain and learn it.

      For shader and graphics programming: I liked this tutorial series as a "first steps" by Freya Holmér: https://www.youtube.com/watch?v=kfM-yu0iQBk

      Here is another list: https://www.alanzucconi.com/2018/01/03/learning-shaders/

      The Book of Shaders is a popular suggestion, but it appears to be abandoned: https://thebookofshaders.com/

      For general Unreal? Tom Looman's $300 Unreal C++ class, available on his website. It is pricey but really excellent.

      I also discovered this AWESOME list of learning paths for all gamedev concepts: https://github.com/miloyip/game-programmer

    • bogwogSep 2024

      UE5 Nanite -> https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine

      WebGPU -> https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API

      Meshlet -> https://developer.nvidia.com/blog/introduction-turing-mesh-shaders/

      LOD -> https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics)

      Software rasterizer -> https://en.wikipedia.org/wiki/Rasterisation ("software" means it runs on the CPU instead of GPU)

      Billboard imposters -> https://www.alanzucconi.com/2018/08/25/shader-showcase-saturday-7/

      Culling -> https://en.wikipedia.org/wiki/Hidden-surface_determination

    • jsheardApr 2024

      A neat real-world example of ancient Quake code surviving to this day is visible in Valves games - the hardcoded patterns for flickering lights in Quake 1 survived into GoldSrc and then into Source and then into Source 2, most recently showing up in Half Life Alyx, 24 years on from their original appearance in Quake 1.

      https://www.alanzucconi.com/2021/06/15/valve-flickering-lights/

      Basically all of the bigger systems will have been Ship-of-Theseus'd several times over by now, but little things like that can slip through the cracks.

    • pcwaltonApr 2023

      Yes, it's possible to do physically based diffraction grating effects in the traditional pipeline. Here's a tutorial on it: https://www.alanzucconi.com/2017/07/15/the-nature-of-light/ (I actually implemented this effect recently: the article is great overall, but you can get rid of the loop by using some simple algebra.)

      However, as pointed out in sibling comments, this makes assumptions about the coherence of the light coming in.

    • rjkaplanApr 2016

      I mostly just think they look cool :)

      In the post there's a demo on how to use the same algorithm that generates Voronoi diagrams to render 2D drop shadows with a spread radius.

      You may also be interested in Alan Zucconi's article on Voronoi diagrams where he outlines a few use-cases in games: http://www.alanzucconi.com/2015/02/24/to-voronoi-and-beyond/2/#acp_wrapper

    • kuonMar 2020

      By interpolating, you mean like given two colors, you want to generate the intermediate gradient colors, like on this article[1]? If that's the case, I don't see why interpolating two saturated colors would provide a shade of gray. Can you clarify?

      [1]: https://www.alanzucconi.com/2016/01/06/colour-interpolation/

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