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Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG12:40

Tomb 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.
Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing40:45

Exclusive: 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.
Once you understand game theory, you understand the world.27:19

Once you understand game theory, you understand the world.

26.5M views • 2 years ago
Veritasium
Veritasium explores the Prisoner's Dilemma and Axelrod's tournaments, showing why tit-for-tat and forgiving strategies win in repeated games. It extends the ideas to cooperation in evolution and conflict.
100%+ short interest in GameStop stock (GME) – fundamental & technical deep value analysis56:32

100%+ short interest in GameStop stock (GME) – fundamental & technical deep value analysis

1.8M views • 6 years ago
Roaring Kitty
Roaring Kitty's July 2020 analysis of GameStop, arguing a bullish deep-value case when the stock was about $4 and short interest exceeded 100%. It covers fundamentals, cash balance and technicals.
How We Solved the Worst Minigame in Zelda's History24:32

How We Solved the Worst Minigame in Zelda's History

1.1M views • 6 years ago
Linkus7
Linkus7 explains how a community reverse-engineered The Wind Waker to predict its random number generator and beat the Sploosh Kaboom battleship minigame consistently. It includes d3 animations by Peter Schmidt-Nielsen.
Racing the Beam Explained - Atari 2600 CPU vs. CRT Television38:26

Racing the Beam Explained - Atari 2600 CPU vs. CRT Television

400K views • 5 years ago
Retro Game Mechanics Explained
Retro Game Mechanics Explained shows how the Atari 2600 draws images with almost no video memory, by having the CPU race the CRT beam line by line. It walks through the techniques in detail.
HACKENBUSH: a window to a new world of math57:03

HACKENBUSH: a window to a new world of math

562K views • 5 years ago
Owen Maitzen
Owen Maitzen's animated hour-long introduction to Hackenbush, a simple combinatorial game, and how its strategy leads to surreal numbers and the roots of the number system.
Why does PUNCHING Sonic 3D trigger a Secret Level Select?3:05

Why does PUNCHING Sonic 3D trigger a Secret Level Select?

510K views • 6 years ago
Coding Secrets
A short Coding Secrets episode explaining why hitting a Sonic 3D cartridge triggers a hidden level select. The cause was a custom crash handler that redirected CPU error interrupts to the level select screen.
Surface-Stable Fractal Dithering Explained21:46

Surface-Stable Fractal Dithering Explained

646K views • 1 year ago
runevision
Rune Skovbo Johansen explains Surface-Stable Fractal Dithering, a technique he invented and released as open source. It makes dithering stick to 3D surfaces and covers the experiments and shortcomings along the way, inspired by Return of the Obra Dinn.
Topic match · Game programming & engines
Superpositions, Sudoku, the Wave Function Collapse algorithm.14:28

Superpositions, Sudoku, the Wave Function Collapse algorithm.

764K views • 6 years ago
Martin Donald
Martin Donald explains the Wave Function Collapse algorithm using Sudoku-like constraint solving and shows how he implemented it with Blender and Godot. It links demos and reference articles.
Topic match · Game programming & engines
Spherical Geometry Is Stranger Than Hyperbolic - Hyperbolica Devlog #24:01

Spherical Geometry Is Stranger Than Hyperbolic - Hyperbolica Devlog #2

1.8M views • 6 years ago
CodeParade
CodeParade's short devlog on how spherical geometry looks in 2D and 3D and why it feels so unusual, part of the Hyperbolica series on a non-Euclidean game.
Finding the BEST sine function for Nintendo 6426:41

Finding the BEST sine function for Nintendo 64

418K views • 3 years ago
Kaze Emanuar
Kaze Emanuar searches for the best sine approximation for the Nintendo 64, comparing the lookup tables in Mario 64 and Ocarina of Time with polynomial alternatives. It walks through numerics and 3rd, 4th and 5th order approximations.
Topic match · Game programming & engines
How the Minecraft Title Screen Seed was Found8:24

How the Minecraft Title Screen Seed was Found

10.8M views • 6 years ago
SalC1
SalC1 explains how the seed behind the Minecraft title screen panorama was found, using community effort and the Minecraft@Home project. It covers the search through Beta 1.7.3 world seeds.
Topic match · Game programming & engines
Atari's Quadrascan Explained20:57

Atari's Quadrascan Explained

239K views • 5 years ago
Retro Game Mechanics Explained
Retro Game Mechanics Explained dissects how Atari's Quadrascan vector displays and vector generator hardware drew games like Asteroids and Tempest.
The Beauty of Bézier Curves24:26

The Beauty of Bézier Curves

2.2M views • 5 years ago
Freya Holmér
Freya Holmer explains how Bezier curves work, from the helper-line construction to their uses in animation, text rendering and shapes. It uses visuals from her Unity Shapes plugin and was a SoME1 contest winner.
You've (Likely) Been Playing The Game Of Life Wrong45:13

You've (Likely) Been Playing The Game Of Life Wrong

11.6M views • 11 months ago
Veritasium
Veritasium explains why many real-world systems follow power laws rather than normal distributions. It covers self-organized criticality, with simulations of sandpiles, magnetism and forest fires.
Exploring Sid Meier's Pirates! - BASIC Code, Quirks, Bugs on Commodore 6446:01

Exploring Sid Meier's Pirates! - BASIC Code, Quirks, Bugs on Commodore 64

115K views • 5 years ago
8-Bit Show And Tell
8-Bit Show And Tell walks through the BASIC source code of the original Commodore 64 Sid Meier's Pirates!. It covers bugs, quirks and traces of abandoned features and scenarios left in the code.
Why Gifted Kids Are Actually Special Needs36:03

Why Gifted Kids Are Actually Special Needs

6.9M views • 4 years ago
HealthyGamerGG
Dr. K of HealthyGamerGG argues that gifted kids can be seen as special needs, tracing a path from the gifted label to burnout and perfectionism.
AMD Ryzen Eco Mode Deep-Dive & Benchmarks on R9 7950X (Zen 4)28:39

AMD Ryzen Eco Mode Deep-Dive & Benchmarks on R9 7950X (Zen 4)

422K views • 4 years ago
Gamers Nexus
Gamers Nexus benchmarks the Ryzen 9 7950X in its BIOS Eco Mode presets (65W, 105W and stock 170W). It measures the performance cost against the power and heat savings.
Why Don't You Want To Do Anything After Binging 4 Hours of YouTube Videos...22:10

Why Don't You Want To Do Anything After Binging 4 Hours of YouTube Videos...

2.3M views • 3 years ago
HealthyGamerGG
Dr. K of HealthyGamerGG explains why people feel unmotivated and unable to start tasks after hours of YouTube or similar distractions. He frames it as a result of how social media is designed to capture attention, and says not to blame yourself.
New NES Tetris Technique: Faster Than Hypertapping!9:34

New NES Tetris Technique: Faster Than Hypertapping!

5.1M views • 5 years ago
aGameScout
aGameScout explains rolling, the third major NES Tetris playstyle, in which players tap the back of the controller to move pieces faster than hypertapping. It covers how the technique works and where it comes from.
Why PlayStation 1 Graphics Warped and Wobbled so much | MVG12:36

Why PlayStation 1 Graphics Warped and Wobbled so much | MVG

2.3M views • 6 years ago
Modern Vintage Gamer
Modern Vintage Gamer explains why PlayStation 1 graphics warped and jittered, comparing it with the Nintendo 64. The causes are affine texture mapping and the lack of sub-pixel vertex precision.
what did you do22:13

what did you do

1.5M views • 11 months ago
Noodle
Noodle explores how retro pixel art was designed for CRT displays and why games look different on LCDs, with input from pixel artists and CRT researchers.
Simulating Green Beard Altruism13:23

Simulating Green Beard Altruism

4.5M views • 5 years ago
Primer
Primer simulates green beard altruism, where individuals recognize and help others carrying a shared marker, and shows how imposters affect its evolution. It is an animated evolution simulation based on published papers.
New computers don't speed up old code19:25

New computers don't speed up old code

187K views • 1 year ago
Matthias random stuff
Matthias Wandel tests old and new code on a range of PCs, including a new mini PC, to measure how much faster modern hardware really is. He also shows optimization techniques such as branchless code, with benchmark programs on GitHub.
Simulating alternate voting systems14:03

Simulating alternate voting systems

4.5M views • 6 years ago
Primer
Primer uses simulations to compare voting systems such as first-past-the-post, approval, ranked choice and others. It shows how each system behaves and can be manipulated, with links to further voting theory resources.
Training an unbeatable AI in Trackmania20:41

Training an unbeatable AI in Trackmania

17.7M views • 3 years ago
Yosh
Yosh trains a reinforcement learning agent to drive Trackmania until he can no longer beat it. The video explains how the training works and the design choices involved.
Why We Should NOT Look For Aliens - The Dark Forest10:31

Why We Should NOT Look For Aliens - The Dark Forest

17.7M views • 4 years ago
Kurzgesagt – In a Nutshell
Kurzgesagt animated explainer on the Dark Forest answer to the Fermi Paradox. It argues that if advanced civilizations exist, staying silent may be the safest strategy because revealing yourself invites a first strike.
The Continuity of Splines1:13:50

The Continuity of Splines

1.9M views • 3 years ago
Freya Holmér
Freya Holmer's 74-minute video essay on splines, covering Bezier curves, B-splines, derivatives and the different levels of continuity (C0, C1, C2), built with custom animation tools. She notes she did not cover non-uniform splines.
I Solved Klotski12:20

I Solved Klotski

2.1M views • 1 year ago
2swap
2swap explains how he solved the Klotski sliding-block puzzle by mapping its full state space as a graph and visualizing it. The video includes footage of the Guinness world-record solve and links to an interactive graph.
Why is Japan So Weak in Software?19:37

Why is Japan So Weak in Software?

968K views • 2 years ago
Asianometry
Asianometry examines why Japan's software industry has lagged despite its hardware strengths. It looks at dependence on US software and the low prestige of programming.
The Universe is Hostile to Computers23:03

The Universe is Hostile to Computers

26.5M views • 5 years ago
Veritasium
Veritasium explains how cosmic rays and other particles flip bits in computer memory, with examples including a Belgian election count error, plane incidents and game glitches. It is inspired by a RadioLab episode on bit flips.