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Multithreading the Entire Destiny Engine59:34

Multithreading 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.
Dennis Gustafsson – Parallelizing the physics solver – BSC 20251:07:09

Dennis 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
Shared memory parallelism in Julia | Kiran Pamnany | Cambridge Julia Meetup (May 2018)26:34

Shared 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.
Miguel de Icaza: Swift Godot: Fixing the Multi-million dollar mistake  #GodotCon202354:53

Miguel 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
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.
Topic match · Game programming & engines
Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive1:05:25

Robocalypse 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
Alex Evans at Umbra Ignite 2015: Learning From Failure30:46

Alex 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
Mock Interview with Shawn McGrath1:41:38

Mock 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
I Shot You First: Networking the Gameplay of Halo: Reach1:49:07

I 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
8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 259:38

8 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
Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)1:00:12

Pitfall 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
Procedurally Crafting Manhattan for Marvel's Spider-Man1:07:26

Procedurally 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
Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht1:06:05

Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht

99K views • 8 years ago
Houdini
Ubisoft procedural technical artist Etienne Carrier explains the Houdini-based tools used to build Far Cry 5's roughly 100 square km open world. It covers generating biomes, texturing terrain, freshwater networks, cliff rocks and vegetation placement.
Topic match · Game programming & engines
Classic Game Postmortem: Alone in the Dark57:43

Classic 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
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.
Topic match · Game programming & engines
RacketCon 2013: Dan Liebgold - Racket on the Playstation 3? It's Not What you Think!59:24

RacketCon 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
Zach Oakes - Making Games at Runtime with Clojure37:34

Zach 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
Data Oriented GUI in Rust by Raph Levien - Bay Area Rust Meetup1:05:59

Data Oriented GUI in Rust by Raph Levien - Bay Area Rust Meetup

83K views • 8 years ago
Rust Programming Language
Raph Levien presents his new Rust GUI framework, built on data-oriented design and ideas from entity component systems, for the Xi editor. He weighs the approach against alternatives and discusses pros and cons.
Topic match · Game programming & engines
CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"1:04:33

CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"

53K views • 12 years ago
CppCon
CppCon 2014 talk by Jeff Preshing on how Ubisoft Montreal developed games for multicore hardware, before and after C++11 concurrency support. It goes into atomics and lock-free programming in practice.
Topic match · Game programming & engines
Pitfall: A Classic Game Postmortem1:00:34

Pitfall: A Classic Game Postmortem

63K views • 10 years ago
GDC Festival of Gaming
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game. He explains how he created the game under the severe hardware limits of the console.
Topic match · Game programming & engines
HandmadeCon 2015 - Pat Wyatt1:07:22

HandmadeCon 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.
Topic match · Game programming & engines
iMUSE Demonstration 2 - Seamless Transitions2:28

iMUSE Demonstration 2 - Seamless Transitions

37K views • 16 years ago
Peter Silk (KestrelPi)
A two-minute demonstration of LucasArts' iMUSE adaptive music system in Monkey Island 2. It shows music layers and transitions changing seamlessly as the player moves.
Topic match · Game programming & engines
Handmade Hero Day 021 - Loading Game Code Dynamically1:43:46

Handmade 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.
Topic match · Game programming & engines
2021: Year of the Linux Gaming Desktop - Andrew Kelley42:38

2021: 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
HandmadeCon 2016 - History of Software Texture Mapping in Games1:22:13

HandmadeCon 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.
Topic match · Game programming & engines
Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 243:13

Erik 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
IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood27:10

IRDC 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
Killing the Walk Monster50:00

Killing 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
Alen Ladavac - Taking CI and automated testing seriously - WebCamp Zagreb 201844:25

Alen 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
Will Wright GDC 2005 Spore (The Future of Content) Remastered1:02:24

Will Wright GDC 2005 Spore (The Future of Content) Remastered

65K views • 6 years ago
Zeusmonomon
A remastered recording of Will Wright's 2005 GDC talk revealing Spore, titled The Future of Content. He covers procedurally generated content and the ambitions of the game, with gameplay demo starting around 12:30.
Topic match · Game programming & engines
Destiny's Multithreaded Rendering Architecture1:06:37

Destiny's Multithreaded Rendering Architecture

45K views • 11 years ago
GDC Festival of Gaming
A GDC 2015 talk in which Natalya Tatarchuk describes the multithreaded renderer Bungie built for Destiny. It covers the low-latency architecture across platforms, its successes and its challenges.
Topic match · Game programming & engines
John Carmack Keynote QuakeCon 2010 Part 115:00

John Carmack Keynote QuakeCon 2010 Part 1

10K views • 16 years ago
J
Audio-only recording of the first part of John Carmack's QuakeCon 2010 keynote, taken from G4TV. It covers id Software's work around that time, including Rage and platform topics such as PC, PS3 and Xbox 360, and includes his informal audience poll about paying for mobile apps.
Topic match · Game programming & engines
Containers and Steam: Putting games under pressure | FOSDEM 202020:11

Containers 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
E3 12: John Carmack's VR Presentation13:46

E3 12: John Carmack's VR Presentation

30K views • 14 years ago
Gamereactor
A Gamereactor interview at E3 2012 with John Carmack, who shows his lag-free head-mounted display running DOOM 3 BFG Edition. He discusses what the headset could mean for the games industry.
Topic match · Game programming & engines
"Clojure in Unity 3D: Functional Video Game Development" by Ramsey Nasser and Tims Gardner46:22

"Clojure in Unity 3D: Functional Video Game Development" by Ramsey Nasser and Tims Gardner

24K views • 12 years ago
Strange Loop Conference
A Strange Loop talk presenting an open-source library that integrates Clojure into the Unity 3D game engine. It covers REPL-based live coding, macros, DSLs and persistent data structures for game development.
Topic match · Game programming & engines
Laser Pong (my second laser projector videogame)3:20

Laser Pong (my second laser projector videogame)

7K views • 13 years ago
Brandon Thomas
Brandon Thomas demos Laser Pong, a game he built on a laser projector and projected onto buildings around Atlanta. It was a weekend project.
Topic match · Game programming & engines
User-level threads....... with threads. - Paul Turner - Google34:00

User-level threads....... with threads. - Paul Turner - Google

41K views • 13 years ago
Linux Plumbers Conference
Paul Turner of Google presents kernel interfaces for user-level scheduling of real threads, aiming at a uniform synchronous programming model across C++, Java, Go and Python. It introduces the switchto-style system calls behind Google's fibers.
Larry Hastings - Removing Python's GIL: The Gilectomy - PyCon 201632:07

Larry Hastings - Removing Python's GIL: The Gilectomy - PyCon 2016

49K views • 10 years ago
PyCon 2016
Larry Hastings explains what Python's GIL is, what problems it solves and how it works, and presents his Gilectomy project to remove it, including the performance and C-extension obstacles.