handmade hero
1:13:51Handmade Hero Day 001 - Setting Up the Windows Build
465K views • 11 years ago
Molly Rocket
Day 1 of Casey Muratori's Handmade Hero, a live-coded game built from scratch in C on Windows. It reviews C on Windows, sets up a minimal build system and WinMain entry point, and shows a first MessageBox.
7:44Handmade Hero | Getting rid of the OOP mindset
167K views • 9 years ago
vexe
A short clip of Casey Muratori from Handmade Hero explaining why he rejects the object-oriented mindset and how to move away from it. It is part rant, part programming philosophy.
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.
1:11:59Intro to C on Windows - Day 1
370K views • 11 years ago
Molly Rocket
Day 1 of Handmade Hero's introduction to C on Windows, covering setting up Visual Studio, creating a Win32 project, the WinMain entry point and writing a first function. It is the starting point for Casey Muratori's from-scratch game series.
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.
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.
6:15Homeless man talks openly about being addicted to heroin. We have an opioid crisis in America.
10.7M views • 15 years ago
Invisible People
A short street interview from Invisible People with Keith, a homeless man in Los Angeles who lost his housing-industry job in the crash and moved from painkillers to heroin because it was cheaper. He talks candidly about the grip of addiction.
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.
2:02Gil Scott-Heron - Whitey On the Moon (Official Audio)
1.9M views • 12 years ago
Ace Records
Gil Scott-Heron's 1970 spoken-word piece, in an official audio upload. It contrasts the Apollo moon program with poverty and neglect at home.
12:09How I Fixed a 10 Year Old Guitar Hero Bug Without the Source Code
404K views • 9 years ago
ExileLord
A reverse engineer walks through fixing a ten-year-old bug in Guitar Hero III without access to its source code, using a disassembler and decompiler. It is technical but explained step by step.
3:57HERO – Blender Grease Pencil Showcase
911K views • 8 years ago
Blender
HERO is a short animated film made entirely in Blender to showcase the Grease Pencil 2D animation tools in Blender 2.8. It mixes hand-drawn 2D with a full 3D pipeline.
7:57Death Magnetic Retail vs Guitar Hero 3
192K views • 18 years ago
Metalfan7577
A short comparison of the retail release of Metallica's Death Magnetic against the Guitar Hero 3 version of the same song. It switches between the two so you can hear and see the heavy clipping in the retail master.
29:51Refterm v2 - Resource usage, binary splat, glyph sizing, and more
68K views • 5 years ago
Molly Rocket
Casey Muratori follows up his refterm proof-of-concept, a GPU-based terminal renderer, with a second part covering memory usage, glyph sizing and correct Unicode and VT handling. It is built to show that a terminal can be fast and correct without heroic effort.
Topic match · Software performance & optimization
26:09Meeting my hero! Sailing legend Sven Yrvind
582K views • 5 years ago
Sam Holmes Sailing
Sam Holmes Sailing visits sailing legend Sven Yrvind and tours his boat, covering the man and his small-boat design philosophy.
0:31ants simulation
2K views • 12 years ago
Hugh Lomas
A one-minute visualization of a simulated ant colony in which ants follow pheromone trails, with the source code on GitHub. It shows emergent behavior arising from simple rules.
49:55How Python was Shaped by leaky Internals, Armin Ronacher, Flask framework
20K views • 10 years ago
Видео с мероприятий {speach!
Armin Ronacher, creator of Flask, explains how CPython's internals and C API leak into the language's semantics. Using examples like the complexity of the add operation, he shows why Python is hard to optimize or reimplement.
Topic match · Software performance & optimization
1:12:27CppCon 2015: Andrei Alexandrescu “std::allocator...”
196K views • 11 years ago
CppCon
Andrei Alexandrescu's CppCon 2015 talk argues that std::allocator is badly designed. He proposes building high-performance allocators from small composable, templated pieces.
Topic match · Software performance & optimization
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.
Topic match · Game programming & engines
1:02:42Preventing the Collapse of Civilization / Jonathan Blow (Thekla, Inc)
315K views • 7 years ago
DevGAMM
A DevGAMM talk by Jonathan Blow arguing that civilizations can lose technological capability and that software quality is already deteriorating. He discusses how knowledge fails to transfer between generations.
Topic match · Software performance & optimization
42:15"Performance Matters" by Emery Berger
502K views • 7 years ago
Strange Loop Conference
Emery Berger explains why performance is hard to measure and deliver on modern hardware, showing how code layout and alignment can swamp optimization effects. He presents Stabilizer for statistically sound evaluation and Coz, a causal profiler.
Topic match · Software performance & optimization
1:48:55The Thirty Million Line Problem
326K views • 8 years ago
Molly Rocket
Casey Muratori's long talk arguing that modern software has ballooned to tens of millions of lines because of hardware and OS diversity. He proposes a stable ISA for entire system-on-a-chip packages and recalls when games shipped with their own boot disk.
Topic match · Software performance & optimization
59:34CppCon 2017: Matt Kulukundis “Designing a Fast, Efficient, Cache-friendly Hash Table, Step by Step”
137K views • 9 years ago
CppCon
Matt Kulukundis explains how Google designed SwissTable, a fast, cache-friendly hash table, step by step from std::unordered_map. The talk covers open addressing, SIMD probing and the tradeoffs of changing a fundamental data structure.
Topic match · Software performance & optimization
49:15Erlang Factory 2014 - That's 'Billion' with a 'B': Scaling to the Next Level at WhatsApp
50K views • 12 years ago
Erlang Solutions
Rick Reed of WhatsApp explains at Erlang Factory 2014 how the service scaled to billions of messages with a very small engineering team. He covers the FreeBSD and Erlang stack, Mnesia usage, server counts and bottleneck work.
Topic match · Software performance & optimization
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.
Topic match · Game programming & engines
1:10:00A Deep Dive into Nanite Virtualized Geometry
278K views • 5 years ago
SIGGRAPH Advances in Real-Time Rendering
Brian Karis's SIGGRAPH 2021 talk explains how Unreal Engine 5's Nanite virtualized geometry works. It covers mesh import, the data structures, streaming, decompression, culling, software and hardware rasterization, and shading.
Topic match · Game programming & engines
31:37How Crash Bandicoot Hacked The Original Playstation | War Stories | Ars Technica
5.2M views • 6 years ago
Ars Technica
In Ars Technica's War Stories, Naughty Dog co-founder Andy Gavin explains how the team squeezed Crash Bandicoot onto the original PlayStation. They overwrote Sony library code in RAM, built custom animation compression, and streamed assets around slow seek times.
Topic match · Game programming & engines
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.
Topic match · Game programming & engines
42:59"How NOT to Measure Latency" by Gil Tene
119K views • 11 years ago
Strange Loop Conference
Gil Tene of Azul Systems explains common pitfalls in measuring latency and response time, including why averages mislead and the problem of coordinated omission. He introduces open source tools like HdrHistogram for better measurement and reporting.
Topic match · Software performance & optimization
18:41Refterm Lecture Part 1 - Philosophies of Optimization
93K views • 5 years ago
Molly Rocket
Casey Muratori's first refterm lecture lays out philosophies of optimization, distinguishing optimization from non-pessimization, which means avoiding needless work. It uses his fast terminal renderer project to show how fast computers really are.
Topic match · Software performance & optimization
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.
Topic match · Game programming & engines
1:27:46CppCon 2014: Mike Acton "Data-Oriented Design and C++"
862K views • 12 years ago
CppCon
Mike Acton of Insomniac Games argues that a program's purpose is transforming data, and shows how common C++ approaches work against that in performance-critical game development. He covers cache behavior, data layout and the limits of compilers.
Topic match · Software performance & optimization
1:04:41Jonathan Blow - Preventing the Collapse of Civilization (English only)
268K views • 7 years ago
bus
Jonathan Blow's DevGAMM 2019 talk argues that software knowledge is being lost between generations and that growing layers of abstraction could lead to a decline in technological civilization.
Topic match · Software performance & optimization
2:27:34Casey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake – BSC 2025
926K views • 1 year ago
Better Software Conference
Casey Muratori's two-hour talk tracing the history of object-oriented programming back to the 1960s and examining how its ideas, and later entity component systems, came about. It is followed by a Q&A.
Topic match · Software performance & optimization
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
1:13:41CppCon 2014: Chandler Carruth "Efficiency with Algorithms, Performance with Data Structures"
235K views • 12 years ago
CppCon
Chandler Carruth's CppCon 2014 talk on writing fast C++, explaining why data structure choice and memory layout matter more than clever algorithms. It covers why standard containers like unordered_map perform poorly on modern CPUs.
Topic match · Software performance & optimization
51:04[EPILEPSY WARNING] How fast should an unoptimized terminal run?
193K views • 5 years ago
Molly Rocket
Casey Muratori shows how fast a terminal renderer can run, building a simple reference renderer that handles Unicode and colored text far quicker than Windows Terminal. He argues that common excuses for slow terminals do not hold up.
Topic match · Software performance & optimization
18:20FIXING the ENTIRE SM64 Source Code (INSANE N64 performance)
3.2M views • 4 years ago
Kaze Emanuar
Kaze Emanuar explains how he rewrote and optimized the Super Mario 64 source code so it runs far faster on real N64 hardware. He covers performance bottlenecks and fixes in detail for his ROM hacks.
Topic match · Software performance & optimization
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
3:36:39QuakeCon 2012 - John Carmack Keynote
445K views • 14 years ago
QuakeCon Official
John Carmack's long QuakeCon 2012 keynote, a free-ranging talk covering software engineering, game platforms, game streaming, and his early head-mounted display and VR work.
Topic match · Game programming & engines
59:53CppCon 2019: Chandler Carruth “There Are No Zero-cost Abstractions”
147K views • 7 years ago
CppCon
Chandler Carruth argues in a CppCon 2019 talk that C++ has no truly zero-cost abstractions. Using examples like unique_ptr, ABI constraints and compile-time costs, he shows that abstractions cost runtime, compile time or human effort.
Topic match · Software performance & optimization