HackerTube
HomeLongsLikedHistoryWatch laterCategoriesPlaylistsSettings

game programming

4-20 minutes×Play all on YouTube

Upload date

Past year2020s2010s2000s

Type

TalkLectureExplainerTutorialDocumentaryInterviewDemoCommentaryComedyMusic

Duration

Under 4 minutes4-20 minutes20-60 minutesOver 1 hour

Features

Hidden gemsEvergreen only

Sort by

RelevanceRecently recommendedUpload dateOldest firstView countLike ratioMost recommended
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.
The Joy of Programming in Jai - Part 1: Hello World13:48

The Joy of Programming in Jai - Part 1: Hello World

36K views • 6 years ago
Nuno Afonso
The first part of a series on programming in Jai, Jonathan Blow's in-development language. It covers compiling, writing hello world and using code from other files.
Interactive programming Flappy Bird in ClojureScript6:22

Interactive programming Flappy Bird in ClojureScript

55K views • 12 years ago
Bruce Hauman
Bruce Hauman live-codes Flappy Bird in ClojureScript in about six minutes, using figwheel to hot-reload changes into the running game. The demo shows game behavior being changed interactively without restarting.
The Story of Another World on the Amiga | MVG13:44

The Story of Another World on the Amiga | MVG

350K views • 4 years ago
Modern Vintage Gamer
Modern Vintage Gamer explains how Eric Chahi built Another World on the Amiga 500, using 2D polygons, rotoscoping and clever techniques to run well on a stock 7MHz machine.
Topic match · Game programming & engines
Unreal Engine 4 - GT.TV Exclusive Development Walkthrough10:30

Unreal 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
Making Metagun6:39

Making Metagun

763K views • 16 years ago
Nizzotch
A timelapse of Notch (Markus Persson) making Metagun, a game built from scratch in 48 hours for Ludum Dare 18. It shows the whole coding session sped up.
Topic match · Game programming & engines
How we fit an NES game into 40 Kilobytes12:04

How 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.
Game Critics8:53

Game 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.
Playing a Neural Network's version of GTA V: GAN Theft Auto17:08

Playing 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
How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica13:03

How 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
Jonathan Blow on scripting languages9:30

Jonathan 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
Tomorrow Corporation Tech Demo14:06

Tomorrow Corporation Tech Demo

107K views • 3 years ago
retrogameinternals
Allan Blomquist demonstrates the internal programming and debugging tools Tomorrow Corporation uses to make games, including live modification of a running game and time-travel debugging.
Topic match · Game programming & engines
.kkrieger - The FPS Game in 96KB (Full Gameplay)7:16

.kkrieger - The FPS Game in 96KB (Full Gameplay)

528K views • 16 years ago
Daniel Hands
Full gameplay of .kkrieger, a first-person shooter by Farbrausch that fits into a 96KB executable by generating its textures, models and sounds procedurally.
Games, Schools, and Worlds Designed for Violence16:38

Games, Schools, and Worlds Designed for Violence

3.1M views • 7 years ago
Jacob Geller
Jacob Geller's video essay examines how architecture in schools and in video games, such as cover shooters, is shaped by violence. It touches on brutalism, campus policing and protests.
Creating Prelude of the Chambered5:51

Creating Prelude of the Chambered

475K views • 15 years ago
Nizzotch
A timelapse of Notch (Markus Persson) creating his Ludum Dare 21 entry, Prelude of the Chambered, from scratch in 48 hours.
Topic match · Game programming & engines
How Localizing Return of the Obra Dinn Nearly Sunk the Game | War Stories | Ars Technica10:18

How Localizing Return of the Obra Dinn Nearly Sunk the Game | War Stories | Ars Technica

317K views • 7 years ago
Ars Technica
Lucas Pope, creator of Return of the Obra Dinn, explains in Ars Technica's War Stories how localizing the game's logbook nearly sank the project.
Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing - Extra Credits6:26

Games Should Not Cost $60 Anymore - Inflation, Microtransactions, and Publishing - Extra Credits

678K views • 8 years ago
Extra Credits
Extra Credits explains from a game developer's perspective why AAA games have stayed at $60 despite inflation, and how that pressure drives DLC, microtransactions and loot boxes.
The Skinner Box - How Games Condition People to Play More - Extra Credits6:58

The Skinner Box - How Games Condition People to Play More - Extra Credits

1.2M views • 14 years ago
Extra Credits
An Extra Credits episode on how games use Skinner box operant conditioning and reward schedules to keep players playing and spending. It argues for more immersive design mechanics than simple reward loops.
This Arcade Game is a SCAM (I have proof)7:09

This Arcade Game is a SCAM (I have proof)

51.4M views • 8 years ago
Mark Rober
Mark Rober builds a machine that plays the Cyclone arcade game with perfect timing and discovers the game is rigged so that perfect play still loses. The video explains the physics and electronics tricks behind carnival-style skill games.
Intentional Programming demo (Part 1) - Editor9:59

Intentional Programming demo (Part 1) - Editor

14K views • 20 years ago
dftube
A roughly ten-minute demo of Microsoft's Intentional Programming research system, showing its editor and an unusual way of working with code. It is the first of two clips cut from a longer video.
Atari XL/XE - Rescue on Fractalus [Lucasfilm Games] 19855:14

Atari XL/XE - Rescue on Fractalus [Lucasfilm Games] 1985

136K views • 19 years ago
StaxX28
Intro and gameplay footage of Rescue on Fractalus, the 1985 Lucasfilm Games title for Atari XL/XE, programmed by Loren Carpenter and David Fox. It shows the game's fractal-generated mountain terrain.
Intentional Programming demo (Part 2) - Compiler10:01

Intentional Programming demo (Part 2) - Compiler

4K views • 20 years ago
dftube
Part 2 of an old Microsoft Research demo of Intentional Programming, showing the compiler side of a system that stores programs as abstract structure rather than text. The uploader says the companion editor clip is clearer.
Wargames Ending5:57

Wargames Ending

1.2M views • 13 years ago
Techno947
The final scene of the 1983 film WarGames, in which the WOPR computer runs through nuclear war scenarios and concludes that the only winning move is not to play. It is a six-minute clip uploaded in higher quality than earlier copies.
Let’s go whaling: Tricks for monetising mobile game players with free-to-play19:49

Let’s go whaling: Tricks for monetising mobile game players with free-to-play

757K views • 10 years ago
PocketGamerbiz
A 2016 conference talk by a mobile game CEO on the tricks of free-to-play monetization, including player profiles and how to target high-spending whales.
Conway's Game Of Life in APL7:48

Conway's Game Of Life in APL

236K views • 17 years ago
Dyalog
A short Dyalog demonstration building Conway's Game of Life in a single line of APL, step by step. It shows how array operations replace loops.
How Gamers Killed Ultima Online's Virtual Ecology | War Stories | Ars Technica7:24

How Gamers Killed Ultima Online's Virtual Ecology | War Stories | Ars Technica

3.2M views • 8 years ago
Ars Technica
An Ars Technica War Stories episode in which Richard Garriott and Starr Long describe Ultima Online's planned virtual ecology and how players wrecked it. Players slaughtered the animals and also broke the in-game economy.
Lecture 1 | Programming Paradigms (Stanford)17:26

Lecture 1 | Programming Paradigms (Stanford)

1.2M views • 18 years ago
Stanford
The first lecture of Stanford's CS107 Programming Paradigms, taught by Jerry Cain, giving an overview of the course. The course goes from C and assembly through C++, concurrency, Scheme and Python.
That scene from War Games4:06

That scene from War Games

2.3M views • 19 years ago
Greg Granito
The climactic lesson scene from the 1983 film WarGames, in which the computer learns that the only winning move in nuclear war is not to play. It includes the character entering zero players and the famous closing line.
The Unbeatable Game from the 60s: Dr NIM11:39

The Unbeatable Game from the 60s: Dr NIM

7.2M views • 10 years ago
Stand-up Maths
Matt Parker of Stand-up Maths explains single-pile Nim and the trick that wins it, using Dr NIM, a 1960s mechanical plastic computer that plays perfectly. He teaches the strategy so viewers can beat friends.
epic conway's game of life6:33

epic conway's game of life

5.6M views • 15 years ago
Rational Animations
An animated, musical visualization of Conway's Game of Life showing patterns made in the Golly program.
Most Popular Programming Languages 1965 - 20194:58

Most Popular Programming Languages 1965 - 2019

7.2M views • 7 years ago
Data Is Beautiful
An animated ranking of the most popular programming languages from 1965 to 2019, built from popularity indexes, GitHub access data and historical surveys.
The Day FPS Games Died8:28

The Day FPS Games Died

2M views • 5 years ago
Basically Homeless
The video argues that machine-learning-based aimbots, which read the screen and drive the controls externally, could make cheating in FPS games undetectable. It explains how conventional aimbots work, how the new approach differs, and speculates on possible detection.
Nintendo - Putting Play First12:02

Nintendo - Putting Play First

997K views • 9 years ago
Game Maker's Toolkit
Game Maker's Toolkit examines Nintendo's design approach of starting from a core play mechanic, making it fun, and building around it. Examples include Mario's jump and Luigi's Mansion's vacuum.
Game Theory: How PewDiePie Conquered YouTube12:03

Game Theory: How PewDiePie Conquered YouTube

8.6M views • 13 years ago
The Game Theorists
The Game Theorists analyze how PewDiePie rose to become the most subscribed channel on YouTube. The video looks at why let's plays and gaming channels thrive on the platform.
Computer program that learns to play classic NES games16:18

Computer program that learns to play classic NES games

2.2M views • 13 years ago
suckerpinch
Tom7 explains and demos software that learns to play NES games by finding score patterns in memory and then searching for inputs that raise it. It is the video companion to his SIGBOVIK paper.
Creating a Doom-style 3D engine in C18:50

Creating a Doom-style 3D engine in C

991K views • 11 years ago
Bisqwit
Bisqwit builds a Doom or Duke Nukem 3D style software-rendered 3D engine in C from scratch, supporting non-Euclidean geometry. It covers vector rotation and portal rendering with sped-up, tool-assisted coding.
Topic match · Game programming & engines
Zarch (1987) Gameplay for BBC Acorn Archimedes High Quality8:59

Zarch (1987) Gameplay for BBC Acorn Archimedes High Quality

40K views • 13 years ago
Phoenix Risen
Gameplay footage of Zarch, the 1987 3D Defender-like game by David Braben for the Acorn Archimedes. It shows the 256-colour 3D landscape where you stop landers spreading a virus.
Does John Conway hate his Game of Life?6:54

Does John Conway hate his Game of Life?

1M views • 12 years ago
Numberphile
John Conway talks in a short Numberphile interview about his mixed feelings toward the Game of Life, his most famous invention. He says he is not especially pleased that it overshadowed his other work.
Notch Coding Minicraft!18:32

Notch Coding Minicraft!

269K views • 14 years ago
simme337
Footage of Notch (Markus Persson) live-coding his Minicraft game in Java during a Ludum Dare 48-hour game jam. It shows a working game developer building a complete small game from scratch.
Topic match · Game programming & engines
Resident Evil Village PC DRM: Cracked Code Really Does Run Better - Confirmed11:03

Resident Evil Village PC DRM: Cracked Code Really Does Run Better - Confirmed

197K views • 5 years ago
Digital Foundry
Digital Foundry investigates why Resident Evil Village on PC runs worse with Capcom's Denuvo DRM than a cracked version. They benchmark and confirm performance and frame-pacing differences.
Topic match · Game programming & engines