Best Game programming & engines Videos
「Game programming & engines」下面有118部被不同的人、在不同月份推荐过的视频。挑的时候先看对象:入门4部,适合还没学过的人;进阶61部,适合已经懂术语的人;普通向35部,按兴趣就能看;更硬的18部,留给想看推导或细节的人。这一类数量最多的是演讲,所以它们的共同点是一位讲者把一个判断讲完,例子是为了撑住这个判断。常出现的频道包括GDC Festival of Gaming、Molly Rocket、Ars Technica。目录给这个主题划的范围是:Game programming: game engines, physics engines, rendering for games, Unity, Unreal, ECS, networking for games, John Carmack, Handmade Hero, multithreading, GDC technical talks.如果只看三部,就从《Overwatch Gameplay Architecture and Netcode》开始,它负责把问题讲出画面;然后看《RustConf 2018 - Closing Keynote - Using Rust For Game Development by Catherine West》,换一种讲法或例子;最后看《A Deep Dive into Nanite Virtualized Geometry》,留给已经有基础的人。页面按每页24部切开,顺序看的是被推荐跨越了多少个月,不是播放量。每条标题下面那一句是这部片子自己的内容说明,用来区分它在讲定义、过程、演示还是观点。点进去能看到推荐原话、原文链接和适合谁看。看的时候把强烈推荐当成有人明确叫你去看,把引用当成只是拿来举例,把批评留下来对照,不要把每条评论都当成同一力度。

Overwatch Gameplay Architecture and Netcode
Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay.

RustConf 2018 - Closing Keynote - Using Rust For Game Development by Catherine West
Catherine West's RustConf 2018 closing keynote on building a game in Rust and organizing a large codebase.

A Deep Dive into Nanite Virtualized Geometry
Brian Karis's SIGGRAPH 2021 talk explains how Unreal Engine 5's Nanite virtualized geometry works.

How Crash Bandicoot Hacked The Original Playstation | War Stories | 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.

Jonathan Blow - How to program independent games - CSUA Speech
Jonathan Blow speaks at UC Berkeley's CSUA about how to program independent games.

Ideas about a new programming language for games.
Jonathan Blow's first talk on designing a new programming language for games, which became Jai.

Exploring the Tech and Design of Noita
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.

Casey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake – BSC 2025
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.

Miguel de Icaza: Swift Godot: Fixing the Multi-million dollar mistake #GodotCon2023
Miguel de Icaza's GodotCon 2023 talk on Swift bindings for Godot.

QuakeCon 2012 - John Carmack Keynote
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.

Creating a Doom-style 3D engine in C
Bisqwit builds a Doom or Duke Nukem 3D style software-rendered 3D engine in C from scratch, supporting non-Euclidean geometry.

Interactive programming Flappy Bird in ClojureScript
Bruce Hauman live-codes Flappy Bird in ClojureScript in about six minutes, using figwheel to hot-reload changes into the running game.

DOOM: Behind the Music
Mick Gordon's GDC 2017 session on composing the Doom (2016) soundtrack.

Why can't you multiply vectors?
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.

Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive
Valve's John McDonald presents at GDC 2018 on how Valve uses deep learning (VACnet) to detect cheaters in Counter-Strike: Global Offensive.

Alex Evans at Umbra Ignite 2015: Learning From Failure
Media Molecule's Alex Evans recounts the journey, including the failures, of finding the Dreams engine, based on his Siggraph 2015 talk.

Mock Interview with Shawn McGrath
A live mock programmer interview in which Casey Muratori interviews game developer Shawn McGrath using a less confrontational format devised by Chris Hecker.

EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg
Oskar Stalberg explains how Wave Function Collapse assembles island dioramas from handcrafted tilesets in Bad North.

Tomorrow Corporation Tech Demo
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.

I Shot You First: Networking the Gameplay of Halo: Reach
Bungie's David Aldridge explains the networking programming behind Halo: Reach in a 2011 GDC session.

John Carmack's keynote at Quakecon 2013 part 4
Part 4 of John Carmack's QuakeCon 2013 keynote, covering OpenGL, functional programming, Haskell, Lisp and Scheme, typing, multithreading, events and garbage collection.

8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
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.

Immediate-Mode Graphical User Interfaces - 2005
Casey Muratori's 2005 video introducing immediate-mode GUIs as an alternative to retained widget toolkits.

The Road to PS5
PS5 lead system architect Mark Cerny gives a deep dive into the PS5's architecture, covering its SSD, I/O, audio and design goals.