Learn
Everything worth reading, in the order worth reading it.
37 hand-picked resources across graphics and game development, in the order that makes each stage easier than the last.
- 37 resources
- 9 stages
- 5 with a lab here
- 36 free
- 284 + 248 evenings
- 2 checked by hand 2026-08-29
21 resources
Progress is stored in this browser only.
Start · 01 Essence of Linear Algebra →
Across is order, down is harder, wider is more evenings.
The labs on this site cover the spine of this path — transforms, projection, the pipeline, light. This is where to go for the parts a browser tab cannot hold: the proofs, the depth, and the people who explain it best.
All of it. 284 evenings total
Build the intuition
Before any API. Graphics is linear algebra you can see, so start with the people who make it visible.
Essence of Linear Algebra
3Blue1Brown
Fifteen short films that turn matrices from a table of numbers into a motion. If one thing on this page changes how you see the subject, it is this. Their site was not answering when this list was last checked, on 10 September 2026 — if it hangs, the same series is on the 3Blue1Brown YouTube channel.
Start hereA weekendImmersive Linear Algebra
Ström, Åström & Akenine-Möller
A linear algebra book where every figure is draggable. The same idea as this site, applied to the maths underneath it.
Start hereA few weeksExplanations
Bartosz Ciechanowski
The high-water mark for interactive explanation on the web. Read the ones on lights, cameras and curves, then read the rest anyway.
CoreA few weeksMath for Game Developers
Freya Holmér
Splines, quaternions and the geometry you actually reach for, taught with unusual care about why the standard explanation confuses people.
CoreA few weeks
Learn the pipeline
What the GPU does with your vertices, and the API you use to tell it.
WebGL Fundamentals
Gregg Tavares
The best WebGL introduction there is, and refreshingly willing to say which of the conventions you have been taught are arbitrary.
Start hereA few weeksWebGL2 Fundamentals
Gregg Tavares
The sequel, for when you want instancing, transform feedback and the things WebGL1 makes painful.
CoreA few weeksLearnOpenGL
Joey de Vries
The canonical modern OpenGL course. Chapter for chapter it is still the clearest tour of the whole pipeline, and it translates directly to WebGL.
CoreMonthsWebGL tutorial
MDN
The reference you will keep open in a second tab. Accurate about what each call actually requires.
CoreA weekendScratchapixel
Scratchapixel
Derives rasterisation and ray tracing from first principles, with the algebra written out. Where to go when you want the proof, not the recipe.
Go deepMonths
Write shaders
The part where you stop arranging other people’s pixels and start computing your own.
The Book of Shaders
Patricio Gonzalez Vivo & Jen Lowe
Fragment shaders taught as a craft, with an editable canvas on every page. Unfinished for years and still the best starting point.
Start hereA few weeksShadertoy
Inigo Quilez & Pol Jeremias
Thousands of shaders you can read and edit live. The fastest way to see how far a single fragment function can be pushed.
CoreAn afternoonArticles
Inigo Quilez
Signed distance functions, raymarching, noise and analytic tricks, from the person who worked most of them out.
Go deepA few weeks
Get light right
Shading models, materials, and the physics they are approximating.
Ray Tracing in One Weekend
Peter Shirley and contributors
You will have written a working ray tracer by Sunday evening. Nothing else teaches the light transport ideas so quickly.
Start hereA weekendPhysically Based Rendering
Pharr, Jakob & Humphreys
The field’s standard reference, free online, and a literate program you can read end to end. Also an Academy Award winner, which is rare for a textbook.
Go deepMonthsFilament: Physically Based Rendering
Google
The clearest write-up of a real-time PBR implementation, with every approximation and its cost stated plainly.
Go deepA weekendReal-Time Rendering resources
Akenine-Möller, Haines & Hoffman
The companion site to the field’s reference book: a maintained index of papers, courses and links for nearly every real-time topic.
Go deepAn afternoon
Move to modern GPU
WebGPU is where the web is going. The concepts carry over; the API is stricter and far more capable.
WebGPU Fundamentals
Gregg Tavares
The same clarity as the WebGL series, aimed at the API that replaces it. Start here rather than at the spec.
Start hereA few weeks- CoreAn afternoon
vgpu
Vercel Labs
A small WebGPU library with typed WGSL imports that runs the same code in the browser, in Node, and in tests. Good once you know what it is abstracting.
CoreAn afternoonThree.js
Ricardo Cabello and contributors
When you want a scene rather than a pipeline. Worth learning after the fundamentals, so you know what it is doing for you.
CoreA few weeksThree.js Journey
Bruno SimonPaid
The most thorough Three.js course available, and unusually strong on shaders. Paid, and generally judged worth it.
CoreMonths
Or come back and move something
Reading about a matrix and dragging one are different activities, and the second one is why this site exists. The labs run every idea on this list in your browser, in sequence, and the glossary defines the vocabulary the reading uses — each term linked to the lab that shows it.