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Unity DOTS vs Handbuilt: Sample Project27:56

Unity 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.
"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.
Vitamin D and Immunity, Lots of Evidence30:26

Vitamin D and Immunity, Lots of Evidence

711K views • 6 years ago
Dr. John Campbell
Dr. John Campbell reviews studies on vitamin D deficiency and immunity, including links to influenza and COVID-19, with Public Health England advice. He walks through the sources he cites.
Vitamin D and immunity20:21

Vitamin D and immunity

1.6M views • 6 years ago
Dr. John Campbell
Dr. John Campbell reviews studies on vitamin D and immunity, including research on respiratory infections, during the early COVID-19 period.
Learning from StackOverflow.com51:59

Learning from StackOverflow.com

139K views • 17 years ago
Google TechTalks
Joel Spolsky's 2009 Google Tech Talk on why StackOverflow was built, how it addresses the mess of searching for programming help, and the community design behind it. He also takes jabs at paywalled answer sites.
Founders@Google Presents: The Cultural Anthropology of Stack Exchange55:39

Founders@Google Presents: The Cultural Anthropology of Stack Exchange

12K views • 14 years ago
Google TechTalks
Joel Spolsky's 2012 Google tech talk on the cultural anthropology of Stack Overflow and Stack Exchange. He explains how the software was designed to shape community norms and curation standards.
Datacenters Behaving Like Acoustic Weapons29:05

Datacenters Behaving Like Acoustic Weapons

1.8M views • 8 months ago
Benn Jordan
Benn Jordan investigates infrasound and low-frequency noise from data centers, including xAI's Colossus and a crypto mine, and reports his own experiments on the effects. The video covers the health and community impacts on nearby residents.
Gabriella Gonzalez – How to market Haskell to a mainstream programmer41:53

Gabriella Gonzalez – How to market Haskell to a mainstream programmer

8K views • 6 years ago
Konfy
Gabriella Gonzalez argues that developers misunderstand marketing as deception or hype, and applies the technology-adoption ideas of Crossing the Chasm to Haskell. She looks at what keeps Haskell from reaching mainstream programmers and what a community can do about it.
Jared Mauch - Getting Fiber To My Town (NLNOG Live! September 2020)34:42

Jared Mauch - Getting Fiber To My Town (NLNOG Live! September 2020)

26K views • 6 years ago
NLNOG
Jared Mauch tells how he got fed up with poor internet options in rural Michigan and built his own fiber network to his town. The talk was given at NLNOG Live in September 2020.
“What is Success?” by Evan Czaplicki47:52

“What is Success?” by Evan Czaplicki

31K views • 8 years ago
Elm Europe
Elm creator Evan Czaplicki's 2018 Elm Europe talk on how to define success for an open source project and language community. It argues against judging projects by GitHub activity and touches on community expectations.
GrapheneOS: Documenting Numerous Attacks Against CalyxOS,, Techlore, & More53:40

GrapheneOS: Documenting Numerous Attacks Against CalyxOS,, Techlore, & More

135K views • 5 years ago
Techlore
A long Techlore video documenting what it presents as hostile conduct by GrapheneOS leadership and community members, including lead developer Daniel Micay, toward CalyxOS and others.
Cuba's Underground Gaming Network20:41

Cuba's Underground Gaming Network

1.5M views • 8 years ago
Cloth Map
Cloth Map documents Havana's SNET, a community-built private network that Cubans created because internet prices were high. It is used for gaming and sharing.
RustConf 2018 - Closing Keynote - Using Rust For Game Development by Catherine West42:30

RustConf 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
How Crash Bandicoot Hacked The Original Playstation | War Stories | Ars Technica31:37

How 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
Exploring the Tech and Design of Noita31:00

Exploring 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
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
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
Why can't you multiply vectors?51:16

Why 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
EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg37:41

EPC2018 | 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
John Carmack's keynote at Quakecon 2013 part 429:59

John 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
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
Immediate-Mode Graphical User Interfaces - 200540:12

Immediate-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
The Road to PS552:45

The 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
How Myst Almost Couldn't Run on CD-ROM | War Stories | Ars Technica23:24

How 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
Herbert Wolverson - Procedural Map Generation Techniques27:29

Herbert 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
Surface-Stable Fractal Dithering Explained21:46

Surface-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
Walls, Floors, & Ceilings37:23

Walls, 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
#Gamelab2018 - Jon Blow's Design decisions on creating Jai a new language for game programmers58:24

#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
Bob Nystrom - Is There More to Game Architecture than ECS?23:06

Bob 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
Animation Bootcamp: An Indie Approach to Procedural Animation26:13

Animation 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
Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing40:45

Exclusive: 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
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
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
The Implementation of Rewind in Braid26:56

The 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
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
Finding the BEST sine function for Nintendo 6426:41

Finding 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
GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D58:59

GuiltyGearXrd'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
The Early Days of id Software56:03

The 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
Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 127:27

Faking 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