multithreading
59:34Multithreading the Entire Destiny Engine
65K views • 9 years ago
GDC Festival of Gaming
A 2015 GDC talk by Bungie's Barry Genova on how Destiny's engine was restructured into a job graph with limited thread pre-emption. It is aimed at programmers of demanding game engines.
1:07:09Dennis Gustafsson – Parallelizing the physics solver – BSC 2025
77K views • 1 year ago
Better Software Conference
Dennis Gustafsson, creator of Teardown, presents how he parallelized the physics solver for an upcoming game, followed by a Q&A. The talk was given at the Better Software Conference 2025.
Topic match · Game programming & engines
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
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
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
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
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
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 · Game programming & engines
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
18:50Creating 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
6:22Interactive 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.
Topic match · Game programming & engines
1:05:25Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive
35K views • 6 years ago
GDC Festival of Gaming
Valve's John McDonald presents at GDC 2018 on how Valve uses deep learning (VACnet) to detect cheaters in Counter-Strike: Global Offensive. He covers training on human-reviewed replays and how model output is confirmed by manual review.
Topic match · Game programming & engines
30:46Alex Evans at Umbra Ignite 2015: Learning From Failure
68K views • 11 years ago
Media Molecule
Media Molecule's Alex Evans recounts the journey, including the failures, of finding the Dreams engine, based on his Siggraph 2015 talk. It covers the signed-distance-field and splat-based rendering approach and the artistic goals behind it.
Topic match · Game programming & engines
1:00:57DOOM: Behind the Music
1.8M views • 9 years ago
GDC Festival of Gaming
Mick Gordon's GDC 2017 session on composing the Doom (2016) soundtrack. He details his compositional process, production techniques and the experimental instrument and synth design behind the music.
Topic match · Game programming & engines
51:16Why can't you multiply vectors?
524K views • 3 years ago
Freya Holmér
Freya Holmer's Dutch Game Day 2023 talk asking why vectors can't be multiplied, building from complex numbers to a single axiom and arriving at geometric algebra, quaternions and multivectors.
Topic match · Game programming & engines
1:41:38Mock Interview with Shawn McGrath
45K views • 9 years ago
Molly Rocket
A live mock programmer interview in which Casey Muratori interviews game developer Shawn McGrath using a less confrontational format devised by Chris Hecker. It gets deep into technical details while showing how the candidate actually thinks and works.
Topic match · Game programming & engines
37:41EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg
176K views • 8 years ago
BUas Games
Oskar Stalberg explains how Wave Function Collapse assembles island dioramas from handcrafted tilesets in Bad North. He covers the theory, implementation, tooling, and how he blends art and technology.
Topic match · Game programming & engines
14:06Tomorrow 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
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.
Topic match · Game programming & engines
59:388 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
94K views • 7 years ago
GDC Festival of Gaming
A 2018 GDC talk by NetherRealm's Michael Stallone on the engine changes, optimizations and tooling needed to roll back and re-simulate up to 8 frames in 16 ms in Mortal Kombat and Injustice 2. It is a deep dive into deterministic rollback netcode.
Topic match · Game programming & engines
40:12Immediate-Mode Graphical User Interfaces - 2005
150K views • 10 years ago
Casey Muratori
Casey Muratori's 2005 video introducing immediate-mode GUIs as an alternative to retained widget toolkits. He explains the motivation and shows minimal-state button logic.
Topic match · Game programming & engines
52:45The Road to PS5
16.8M views • 6 years ago
PlayStation
PS5 lead system architect Mark Cerny gives a deep dive into the PS5's architecture, covering its SSD, I/O, audio and design goals. He explains how removing bottlenecks shapes future games.
Topic match · Game programming & engines
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.
Topic match · Game programming & engines
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
1:11:59Intro 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
1:00:12Pitfall 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
1:05:33GDC 2018: John McDonald (Valve) - Using Deep Learning to Combat Cheating in CSGO
128K views • 8 years ago
max4warn
A GDC 2018 talk by Valve's John McDonald on VACNet, a deep learning system that analyzes CS:GO gameplay to detect cheaters. It covers how the model is trained on human-reviewed Overwatch cases and how its output feeds human moderation.
Topic match · Game programming & engines
12:04Simulating an Entire Car Engine (yes, it makes noise)
2.1M views • 4 years ago
AngeTheGreat
AngeTheGreat describes building a physically realistic internal combustion engine simulator in C++, drawing on fluid dynamics, physics and chemistry. It generates procedural audio for engines such as a V8.
Topic match · Game programming & engines
27:29Herbert Wolverson - Procedural Map Generation Techniques
153K views • 6 years ago
Roguelike Celebration
Herbert Wolverson's Roguelike Celebration 2020 talk surveying procedural map generation techniques, including integration of hand-crafted prefabs and vaults.
Topic match · Game programming & engines
21:46Surface-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
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
37:23Walls, Floors, & Ceilings
385K views • 9 years ago
UncommentatedPannen
Pannenkoek explains how Super Mario 64 handles wall, floor and ceiling collisions, including triangles, normal vectors, quarter steps and out of bounds. It is a detailed 37-minute technical walkthrough of the game's physics.
Topic match · Game programming & engines
2:01:18Half-Life 2: 20th Anniversary Documentary
9.3M views • 1 year ago
Valve
Valve's two-hour documentary for Half-Life 2's 20th anniversary, with team members discussing development, nearly running out of money, being hacked, the publisher lawsuit and the birth of Steam.
Topic match · Game programming & engines
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
1:07:26Procedurally Crafting Manhattan for Marvel's Spider-Man
89K views • 7 years ago
GDC Festival of Gaming
GDC 2019 session where Insomniac's David Santiago describes the procedural systems used to build Manhattan for Marvel's Spider-Man. It covers the open-world pipeline and how each system was designed to support iteration and dependencies.
Topic match · Game programming & engines
1:26:39QuakeCon 2011 - John Carmack Keynote
295K views • 15 years ago
QuakeCon Official
John Carmack's keynote at QuakeCon 2011, an hour and a half of wide-ranging talk about id Software, Rage, engine open-sourcing, patents and programming practices.
Topic match · Game programming & engines