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title: Best Graphics Programming posts — June 2025 | daily.dev
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# Best of Graphics Programming — June 2025

1. 1  
[](https://daily.dev/posts/it-s-easy-to-make-games-in-c-from-scratch--3vvjgdbce "It's easy to make games in C++ from scratch!")  
Video  
![Avatar of lowlevelgamedev](https://media.daily.dev/image/upload/s--Mggt4-BY--/f_auto/v1724390809/logos/lowlevelgamedev)Low Level Game Dev · 1y  
It's easy to make games in C++ from scratch!  
Making games in C++ from scratch is more accessible than commonly believed, requiring only basic language features like functions, structs, and vectors. A three-step approach involves learning fundamental C++ concepts, creating simple 2D games using libraries like SFML, and progressively tackling more complex projects like Terraria clones. While game engines offer quick prototyping, custom C++ development provides better optimization control and fewer limitations for specific game types, particularly those requiring custom systems like voxel-based games.  
58  
4
2. 2  
[](https://daily.dev/posts/should-you-start-with-opengl-or-vulkan--ggk1gzucc "Should you start with OpenGL or Vulkan?")  
Video  
![Avatar of lowlevelgamedev](https://media.daily.dev/image/upload/s--Mggt4-BY--/f_auto/v1724390809/logos/lowlevelgamedev)Low Level Game Dev · 1y  
Should you start with OpenGL or Vulkan?  
OpenGL is significantly easier to learn than Vulkan for beginners, requiring 10 times less code to render basic graphics. While Vulkan offers better performance and more control, it demands extensive programming experience and complex debugging. OpenGL remains viable for many applications and provides a better foundation for understanding graphics programming concepts before potentially transitioning to Vulkan.  
19  
2
3. 3  
[](https://daily.dev/posts/building-a-real-time-dithering-shader-aexr8ikzk "Building a Real-Time Dithering Shader")  
Article  
![Avatar of codrops](https://media.daily.dev/image/upload/t_logo,f_auto/v1/logos/codrops)Codrops · 1y  
Building a Real-Time Dithering Shader  
A detailed walkthrough of creating a real-time dithering shader using GLSL and WebGL. The implementation uses a 4x4 Bayer matrix for ordered dithering, supports optional pixelation and grayscale modes, and integrates with the postprocessing library as a composable effect. The shader transforms smooth gradients into stylized pixel patterns reminiscent of 8-bit graphics, offering customizable parameters like grid size and pixel ratio for retro visual effects in modern web applications.  
13  
2
4. 4  
[](https://daily.dev/posts/custom-unity-renderer-transforming-3d-scenes-into-pixel-art-gpiivjpsv "Custom Unity Renderer Transforming 3D Scenes into Pixel Art")  
Article  
![Avatar of 80lv](https://media.daily.dev/image/upload/t_logo,f_auto/v1/logos/78eebcd76c154e6bbfd565fed7dc4093)80 LEVEL · 1y  
Custom Unity Renderer Transforming 3D Scenes into Pixel Art  
Red Giraffe created a custom Unity render pipeline that transforms 3D scenes into pixel art using downsampling and quantization techniques. The system works by downsampling internal textures into low-resolution buffers, quantizing them, then upsampling back to source resolution. The colorful shadows are achieved through a custom render pass that quantizes the image and matches shadow values to appropriate available colors.  
12
5. 5  
[](https://daily.dev/posts/what-s-new-in-webgpu-chrome-138--ntpr0tdgs "What's New in WebGPU (Chrome 138)")  
Article  
![Avatar of chrome](https://media.daily.dev/image/upload/t_logo,f_auto/v1/logos/e9b306fd1b484113b937dae36b867f37)Chrome Developers · 1y  
What's New in WebGPU (Chrome 138)  
Chrome 138 introduces several WebGPU improvements including simplified buffer binding syntax, stricter size validation for mapped buffers, updated GPU architecture reporting for Nvidia Blackwell and AMD RDNA4, deprecation of GPUAdapter's isFallbackAdapter attribute, and enhanced Dawn framework support with Emscripten integration for cross-platform development.  
11

[See all Graphics Programming archives](/tags/graphics-programming/best-of)

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