game engines
9:30Jonathan Blow on scripting languages
185K views • 7 years ago
Jeru Sanders
A 10-minute clip from a Jonathan Blow Twitch stream in which he argues that game engines do not really need separate scripting languages. He questions the value of embedded interpreters when the main language can do the job.
Topic match · Game programming & engines
27:10IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood
39K views • 11 years ago
Logo “ND” Surströmming
Brian Bucklew of Freehold Games discusses design decisions behind Caves of Qud and Sproggiwood at IRDC 2015. The talk centers on data-driven, event-driven engine design.
46:22"Clojure in Unity 3D: Functional Video Game Development" by Ramsey Nasser and Tims Gardner
24K views • 12 years ago
Strange Loop Conference
A Strange Loop talk presenting an open-source library that integrates Clojure into the Unity 3D game engine. It covers REPL-based live coding, macros, DSLs and persistent data structures for game development.
12:40Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG
906K views • 4 years ago
Modern Vintage Gamer
Modern Vintage Gamer looks at OpenLara, an open source Tomb Raider engine, running on the Game Boy Advance. The video explains how the port achieves playable speeds on the GBA's slow ARM CPU, with input from the developer XProger.
44:59Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit
106K views • 15 years ago
Google for Developers
Google I/O 2011 session by Ray Cromwell and Philip Rogers on writing 2D and 3D games with HTML5 and GWT. It covers porting game libraries and physics engines, sharing code with Android, and publishing to the Chrome Web Store, and showcases the ForPlay library.
1:15:51Jonathan Blow - How to program independent games - CSUA Speech
190K views • 13 years ago
Alexandre Franco
Jonathan Blow speaks at UC Berkeley's CSUA about how to program independent games. He argues for keeping code simple, avoiding unnecessary work, and shipping.
1:55:24Ideas about a new programming language for games.
530K views • 12 years ago
Jonathan Blow
Jonathan Blow's first talk on designing a new programming language for games, which became Jai. He explains the problems with C++ and why Go, Rust and D do not fit game development.
54:53Miguel de Icaza: Swift Godot: Fixing the Multi-million dollar mistake #GodotCon2023
27K views • 3 years ago
Godot Engine
Miguel de Icaza's GodotCon 2023 talk on Swift bindings for Godot. He argues that garbage-collector pauses in C# are a persistent problem and that Swift's reference counting avoids them.
Topic match · Game programming & engines
23:06Bob Nystrom - Is There More to Game Architecture than ECS?
301K views • 8 years ago
Roguelike Celebration
Bob Nystrom, author of Game Programming Patterns, gives a Roguelike Celebration 2018 talk questioning whether entity component systems are the only way to structure a game. He walks through alternative architectures drawn from roguelike development.
37:34Zach Oakes - Making Games at Runtime with Clojure
31K views • 11 years ago
ClojureTV
Zach Oakes explains why Clojure suits making games at runtime, so designers can experience their work as they build it. He combines abstract discussion with live demonstrations, drawing on his play-clj library and Nightmod tool.
1:00:34Pitfall: A Classic Game Postmortem
63K views • 10 years ago
GDC Festival of Gaming
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game. He explains how he created the game under the severe hardware limits of the console.
51:11Game Development with SDL 2.0 (Steam Dev Days 2014)
235K views • 12 years ago
Steamworks Development
Ryan Gordon (Icculus) gives a high-level overview of SDL 2.0 at Steam Dev Days 2014. He covers its features and how it eases building, porting and maintaining games, including Linux ports.
31:00Exploring the Tech and Design of Noita
288K views • 6 years ago
GDC Festival of Gaming
In this 2019 GDC session, Petri Purho of Nolla Games explains the technical side of Noita's physics engine, including scaling a falling-sand simulation to large continuous worlds and adding destructible rigid bodies. It also shows how the emergent physics drives the gameplay.
Topic match · Game programming & engines
57:43Classic Game Postmortem: Alone in the Dark
27K views • 8 years ago
GDC Festival of Gaming
Frederick Raynal gives a GDC postmortem of Alone in the Dark, the game that helped create the survival horror genre. He covers how the team built it and shows some of the old tools used.
1:04:33CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"
53K views • 12 years ago
CppCon
CppCon 2014 talk by Jeff Preshing on how Ubisoft Montreal developed games for multicore hardware, before and after C++11 concurrency support. It goes into atomics and lock-free programming in practice.
3:58Marble Marcher - A Fractal Physics Game
1.7M views • 7 years ago
CodeParade
A demo of Marble Marcher, a game using a fractal physics engine and fully procedural ray-marched rendering. The player rolls a marble through shifting fractal levels.
1:02:49Reboot Develop 2017 - Jonathan Blow, Thekla Inc. / Making Game Programming Less Terrible
112K views • 9 years ago
Reboot Develop
Jonathan Blow's Reboot Develop 2017 talk on making game programming less terrible, discussing software bloat, slowness and the design goals behind his own programming language.
50:00Killing the Walk Monster
59K views • 6 years ago
Molly Rocket
Casey Muratori's remastered BICFest 2018 talk on how the collision system of The Witness was engineered to prevent whole classes of bugs found in game engines. It covers character movement and collision handling.
Topic match · Game programming & engines
1:11:48HandmadeCon 2015 - Mike Acton
102K views • 10 years ago
Molly Rocket
Mike Acton, in a HandmadeCon 2015 interview with Casey Muratori, discusses game engine development, hiring and learning on your own.
Topic match · Game programming & engines
58:24#Gamelab2018 - Jon Blow's Design decisions on creating Jai a new language for game programmers
210K views • 8 years ago
Gamelab Conference
Jonathan Blow talks at Gamelab 2018 about the design decisions behind Jai, the programming language he is building for game programmers. He covers low-friction development, quality of life and the effects of compile times.
10:30Unreal Engine 4 - GT.TV Exclusive Development Walkthrough
972K views • 14 years ago
GameTrailers
A GameTrailers walkthrough from E3 2012 of an Unreal Engine 4 real-time tech demo with Epic's Alan Willard. It shows live code changes and hot reloading while the game runs.
Topic match · Game programming & engines
3:58This game DISAPPEARS if you pause it!
687K views • 1 year ago
Branta Games
A game-dev video demonstrating a noise shader in Godot where shapes are visible only in motion against animated noise and vanish when the game is paused or screenshotted. The demo is available on GitHub.
1:04:04Overwatch Gameplay Architecture and Netcode
196K views • 7 years ago
GDC Festival of Gaming
Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.
1:49:07I Shot You First: Networking the Gameplay of Halo: Reach
58K views • 8 years ago
GDC Festival of Gaming
Bungie's David Aldridge explains the networking programming behind Halo: Reach in a 2011 GDC session. It covers how gameplay stays in sync online, including forecasting and state reconciliation.
29:59John Carmack's keynote at Quakecon 2013 part 4
139K views • 13 years ago
Kostiantyn Kostin
Part 4 of John Carmack's QuakeCon 2013 keynote, covering OpenGL, functional programming, Haskell, Lisp and Scheme, typing, multithreading, events and garbage collection.
Topic match · Game programming & engines
17:08Playing a Neural Network's version of GTA V: GAN Theft Auto
766K views • 5 years ago
sentdex
Sentdex demonstrates GAN Theft Auto, a GameGAN-based neural network that recreates GTA V so the network itself is the playable environment. He shows the results and releases the code.
Topic match · Game programming & engines
1:22:13HandmadeCon 2016 - History of Software Texture Mapping in Games
15K views • 9 years ago
Molly Rocket
A HandmadeCon 2016 panel where Chris Hecker, John Miles, Sean Barrett and Chris Green give an oral history of software texture mapping in 90s games.
20:11Containers and Steam: Putting games under pressure | FOSDEM 2020
13K views • 6 years ago
Collabora
FOSDEM 2020 talk from Collabora on pressure-vessel, an experimental mechanism that puts Steam games in containers on Linux. It covers using namespaces to give games their own runtime library stack independent of the host.
12:04How we fit an NES game into 40 Kilobytes
3.7M views • 8 years ago
Morphcat Games
Morphcat Games explains how they fit Micro Mages, a full-featured NES game, into 40 kilobytes. It covers compression of sprites and level layouts and other space-saving tricks.
1:00:12Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
76K views • 15 years ago
GameSpot
David Crane, designer of Pitfall for the Atari 2600, gives a GDC 2011 postmortem on the game's design challenges. He covers how he fit a large world into the console's tiny memory. The session ends with Q&A.
Topic match · Game programming & engines
8:53Game Critics
17.7M views • 9 years ago
videogamedunkey
A videogamedunkey video essay on video game critics. It argues that a critic's taste and integrity matter as much as their score, and tries to explain why major outlets give such inflated ratings.
42:30RustConf 2018 - Closing Keynote - Using Rust For Game Development by Catherine West
152K views • 8 years ago
Rust Programming Language
Catherine West's RustConf 2018 closing keynote on building a game in Rust and organizing a large codebase. It builds up an entity component system and generational indices step by step.
23:24How Myst Almost Couldn't Run on CD-ROM | War Stories | Ars Technica
2M views • 6 years ago
Ars Technica
Myst co-creator Rand Miller recounts how the HyperCard-built game struggled to run on 1x CD-ROM drives. He and his brother Robyn compressed image and audio data heavily to get acceptable performance. Part of Ars Technica's War Stories series.
Topic match · Game programming & engines
1:01:51Rant: Entity systems and the Rust borrow checker ... or something.
304K views • 8 years ago
Jonathan Blow
Jonathan Blow's hour-long livestreamed response to a RustConf 2018 closing keynote about entity systems in Rust. He argues that index-based entity systems amount to manual memory management that sidesteps the borrow checker, and he talks about friction for game developers.
Topic match · Game programming & engines
40:45Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing
915K views • 5 years ago
Digital Foundry
Digital Foundry's Alex Battaglia analyzes Metro Exodus Enhanced Edition, the first AAA game built around ray tracing. It covers the new global illumination, emissive lighting, DLSS and performance on AMD and Nvidia hardware.
3:53:11Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
1.9M views • 5 years ago
Freya Holmér
The first part of Freya Holmer's three-part, nearly four-hour lecture on shader coding for game devs in Unity. It covers what shaders are, vertex and fragment shaders, interpolators, data types, blending and textures.
59:24RacketCon 2013: Dan Liebgold - Racket on the Playstation 3? It's Not What you Think!
19K views • 13 years ago
Racket
Dan Liebgold of Naughty Dog gives a RacketCon 2013 keynote on using Racket in PlayStation 3 game development. He explains the Racket-based DSLs used for game data and scripting, which replaced the studio's earlier GOAL-based toolchain.
Topic match · Game programming & engines
1:07:22HandmadeCon 2015 - Pat Wyatt
33K views • 10 years ago
Molly Rocket
Pat Wyatt, a veteran game programmer who worked at Blizzard and ArenaNet, speaks at HandmadeCon 2015 in a conversation with Casey Muratori. He discusses network code and architecture in games he worked on, including mistakes on Diablo and the success of Guild Wars.
Topic match · Game programming & engines
13:03How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica
1.2M views • 7 years ago
Ars Technica
Westwood Studios co-founder Louis Castle talks about how pathfinding was solved in Command & Conquer: Tiberian Sun, in an Ars Technica War Stories episode. It also touches on other challenges in Westwood's RTS games.
Topic match · Game programming & engines
1:43:46Handmade Hero Day 021 - Loading Game Code Dynamically
83K views • 11 years ago
Molly Rocket
Day 21 of Casey Muratori's Handmade Hero, which covers loading game code dynamically from a DLL on Windows. He builds hot reloading of C game code from scratch in about an hour and a half.