threading
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.
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
26:34Shared memory parallelism in Julia | Kiran Pamnany | Cambridge Julia Meetup (May 2018)
7K views • 8 years ago
The Julia Programming Language
Kiran Pamnany's Cambridge Julia Meetup talk on Julia's shared memory parallelism and its new task scheduler. It argues that fork-join and work-stealing models nest poorly and presents depth-first scheduling for composable parallelism.
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
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
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
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
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
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
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
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
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
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
58:24#Gamelab2018 - Jon Blow's Design decisions on creating Jai a new language for game programmers
210K views • 8 years ago
Gamelab Conference
Jonathan Blow talks at Gamelab 2018 about the design decisions behind Jai, the programming language he is building for game programmers. He covers low-friction development, quality of life and the effects of compile times.
Topic match · Game programming & engines
23:06Bob Nystrom - Is There More to Game Architecture than ECS?
301K views • 8 years ago
Roguelike Celebration
Bob Nystrom, author of Game Programming Patterns, gives a Roguelike Celebration 2018 talk questioning whether entity component systems are the only way to structure a game. He walks through alternative architectures drawn from roguelike development.
Topic match · Game programming & engines
26:13Animation Bootcamp: An Indie Approach to Procedural Animation
786K views • 9 years ago
GDC Festival of Gaming
David Rosen of Wolfire Games explains how simple procedural techniques can produce fluid, interactive character animation from very few keyframes. Examples come from Overgrowth, Receiver and Black Shades, from his 2014 GDC session.
Topic match · Game programming & engines
40:45Exclusive: 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.
Topic match · Game programming & engines
57:43Classic Game Postmortem: Alone in the Dark
27K views • 8 years ago
GDC Festival of Gaming
Frederick Raynal gives a GDC postmortem of Alone in the Dark, the game that helped create the survival horror genre. He covers how the team built it and shows some of the old tools used.
Topic match · Game programming & engines
59:24RacketCon 2013: Dan Liebgold - Racket on the Playstation 3? It's Not What you Think!
19K views • 13 years ago
Racket
Dan Liebgold of Naughty Dog gives a RacketCon 2013 keynote on using Racket in PlayStation 3 game development. He explains the Racket-based DSLs used for game data and scripting, which replaced the studio's earlier GOAL-based toolchain.
Topic match · Game programming & engines
37:34Zach Oakes - Making Games at Runtime with Clojure
31K views • 11 years ago
ClojureTV
Zach Oakes explains why Clojure suits making games at runtime, so designers can experience their work as they build it. He combines abstract discussion with live demonstrations, drawing on his play-clj library and Nightmod tool.
Topic match · Game programming & engines
26:56The Implementation of Rewind in Braid
141K views • 9 years ago
GDC Festival of Gaming
Jonathan Blow's GDC talk explains how the time-rewind mechanic in Braid was designed and implemented, including the technical hurdles such as memory limits and state history. It covers both design and engineering concerns.
Topic match · Game programming & engines
42:382021: Year of the Linux Gaming Desktop - Andrew Kelley
15K views • 5 years ago
Zig SHOWTIME
Andrew Kelley's Zig SHOWTIME talk on an experiment to ship static Linux executables that can do graphics and gaming, followed by an interview. It covers the problems of Linux binary stability, dynamic linking and the graphics ABI.
Topic match · Game programming & engines
27:56Unity DOTS vs Handbuilt: Sample Project
687K views • 6 years ago
Nick Caston
Nick Caston compares Unity's sample ECS/DOTS project (AngryBots) with his own from-scratch C++ and OpenGL clone. He benchmarks performance and discusses the effort involved in each approach.
Topic match · Game programming & engines
26:41Finding 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
58:59GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
710K views • 11 years ago
GDC Festival of Gaming
A GDC 2015 talk by Arc System Works technical artist Junya Motomura on how Guilty Gear Xrd rebuilt a classic 2D fighter in full 3D while keeping a hand-drawn look. It covers the art and programming R&D and the stylistic decisions behind it.
Topic match · Game programming & engines
56:03The Early Days of id Software
165K views • 10 years ago
GDC Festival of Gaming
John Romero's 2016 GDC Europe talk recounts the early days of id Software and the programming principles behind Doom and Quake, including fast iteration and keeping the game bootable.
Topic match · Game programming & engines
27:27Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 1
260K views • 7 years ago
Gamers Nexus
Gamers Nexus builds a fully ray-traced demo in Unreal Engine to compare faked global illumination with RTX ray-traced GI. It covers the gains in dynamic scenes and accuracy against the performance cost and noise.
Topic match · Game programming & engines
43:13Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
29K views • 2 years ago
Digital Dragons
A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.
Topic match · Game programming & engines
44:59Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit
106K views • 15 years ago
Google for Developers
Google I/O 2011 session by Ray Cromwell and Philip Rogers on writing 2D and 3D games with HTML5 and GWT. It covers porting game libraries and physics engines, sharing code with Android, and publishing to the Chrome Web Store, and showcases the ForPlay library.
Topic match · Game programming & engines
27:56What VR Could, Should, and Almost Certainly Will Be within Two Years (Steam Dev Days 2014)
128K views • 12 years ago
Steamworks Development
Michael Abrash of Valve explains what affordable VR hardware will be capable of within a couple of years, and describes a prototype showing what that level of hardware can do.
Topic match · Game programming & engines
51:11Game Development with SDL 2.0 (Steam Dev Days 2014)
235K views • 12 years ago
Steamworks Development
Ryan Gordon (Icculus) gives a high-level overview of SDL 2.0 at Steam Dev Days 2014. He covers its features and how it eases building, porting and maintaining games, including Linux ports.
Topic match · Game programming & engines
27:10IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood
39K views • 11 years ago
Logo “ND” Surströmming
Brian Bucklew of Freehold Games discusses design decisions behind Caves of Qud and Sproggiwood at IRDC 2015. The talk centers on data-driven, event-driven engine design.
Topic match · Game programming & engines
50:00Killing the Walk Monster
59K views • 6 years ago
Molly Rocket
Casey Muratori's remastered BICFest 2018 talk on how the collision system of The Witness was engineered to prevent whole classes of bugs found in game engines. It covers character movement and collision handling.
Topic match · Game programming & engines
44:25Alen Ladavac - Taking CI and automated testing seriously - WebCamp Zagreb 2018
940 views • 8 years ago
WebCamp Zagreb
Alen Ladavac of Croteam talks about continuous integration and automated testing pipelines in games, with case studies from The Talos Principle and Serious Sam.
Topic match · Game programming & engines
59:20Rendering Tiny Glades With Entirely Too Much Ray Marching
108K views • 1 year ago
Graphics Programming Conference
A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles. It covers real-time global illumination, tilt-shift depth of field, stable shadows with continuous time of day, ray marching and GPU-driven rendering on old hardware.
Topic match · Game programming & engines
20:11Containers and Steam: Putting games under pressure | FOSDEM 2020
13K views • 6 years ago
Collabora
FOSDEM 2020 talk from Collabora on pressure-vessel, an experimental mechanism that puts Steam games in containers on Linux. It covers using namespaces to give games their own runtime library stack independent of the host.
Topic match · Game programming & engines