game programming
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.
6:26Games 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.
6:58The 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.
11:39The 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.
12:02Nintendo - 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.
8:44MMO Economies - Hyperinflation, Reserve Currencies & You! - Extra Credits
1.5M views • 9 years ago
Extra Credits
An Extra Credits episode on how MMO economies get overrun by inflation when players can mint unlimited gold by killing monsters. It covers approaches borrowed from real-world economics, such as anchoring or pegging currency, as alternatives to simple gold sinks.
14:28Superpositions, 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
4:01Spherical 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.
15:37Alpha Zero's "Immortal Zugzwang Game" against Stockfish
1.7M views • 8 years ago
agadmator's Chess Channel
agadmator walks through a game in which DeepMind's AlphaZero beat Stockfish, ending in a famous zugzwang that leaves the engine helpless. He gives commentary on the moves.
6:02OpenAI Plays Hide and Seek…and Breaks The Game! 🤖
11M views • 7 years ago
Two Minute Papers
Two Minute Papers covers OpenAI's multi-agent hide-and-seek experiment, in which agents learned emergent tool use and found ways to break the game's rules. It summarizes the 'Emergent Tool Use from Multi-Agent Interaction' paper.
8:24How 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
5:01How a Laser-Shot Disk Defeats Hackers & Pirates (Coding Secrets)
132K views • 8 years ago
GameHut
An episode of Coding Secrets by Jon Burton on retro copy protection, in particular physically damaging a disk with a laser so copies fail. It explains how this defeated hackers and pirates.
7:39Propaganda Games: Sesame Credit - The True Danger of Gamification - Extra Credits
2M views • 10 years ago
Extra Credits
An Extra Credits episode on China's Sesame Credit, which gamifies obedient citizenship through a social score. It covers how the system rewards conformity and pressures people through their friends' behavior.
4:07Why do competitors open their stores next to one another? - Jac de Haan
7.4M views • 14 years ago
TED-Ed
A short animated TED-Ed lesson in which two competing ice cream vendors on a beach illustrate why rival shops cluster together. It introduces game theory and the Nash equilibrium through the Hotelling model.
11:55Super Mario World Credits Warp Explained
638K views • 11 years ago
Frieze
A speedrunner-made explanation of the Super Mario World credits warp, an arbitrary code execution glitch that jumps the game straight to the ending. It simplifies the underlying assembly and memory behavior with animations so non-experts can follow.
9:34New 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.
12:36Why 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.
10:13The Problem with Time & Timezones - Computerphile
4.4M views • 12 years ago
Computerphile
Tom Scott explains for Computerphile why handling time and timezones in code is so hard, walking through a simple web app that computes how long ago something happened. It covers the quirks of timezones and calendars and ends in an exasperated rant.
13:23Simulating 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.
19:25New 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.
17:55The Fermi Paradox: Dark Forest Theory
412K views • 7 years ago
Isaac Arthur
Isaac Arthur examines the Dark Forest theory, Cixin Liu's proposed solution to the Fermi Paradox in which civilizations stay silent and may destroy any that reveal themselves. He tests the theory's underlying assumptions and arguments.
14:03Simulating 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.
5:43Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design
1.2M views • 12 years ago
Extra History
A Design Club episode that analyzes how Super Mario Bros. level 1-1 teaches players to play through level design alone, without text tutorials.
10:31Why 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.
13:30Cities: Skylines | Power, Politics, & Planning: Episode 1: Parking
136K views • 8 years ago
donoteat01
The first episode of a Cities: Skylines series on urban politics and planning, focused on parking. It uses the game to show how parking minimums shape cities, drawing on Donald Shoup's book The High Cost of Free Parking.
4:44Debt Metaphor
95K views • 17 years ago
Ward Cunningham
Ward Cunningham explains the history and intent of the debt metaphor, which he coined while refactoring the WyCash product. He says debt means code reflecting an incomplete understanding of the problem, not sloppy programming.
12:25Fantastic Quaternions - Numberphile
1.1M views • 10 years ago
Numberphile
Numberphile's James Grime introduces quaternions, a type of number beyond the complex numbers, building up from real and complex numbers and explaining why they are useful.
7:08How "oldschool" graphics worked Part 1 - Commodore and Nintendo
5.7M views • 11 years ago
The 8-Bit Guy
The 8-Bit Guy explains the color limitations of 1980s computers and consoles such as the NES and Commodore 64. It shows how sprites, attributes and palettes shaped the look of old games.
12:20I 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.
11:11Hauntology, Lost Futures and 80s Nostalgia
451K views • 8 years ago
Jonas Čeika - CCK Philosophy
A video essay explaining hauntology, Mark Fisher's idea of lost futures, and 80s nostalgia. It uses the Fallout games and other media as examples of a retro-futurism that mourns futures that never arrived.
19:37Why 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.
7:53Why Are American Health Care Costs So High?
7.7M views • 13 years ago
vlogbrothers
John Green explains why the US spends far more on health care than other countries, going through insurers, drug companies, hospitals and lawyers. He argues the causes are complicated rather than a simple blame game.