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。

Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht
Ubisoft procedural technical artist Etienne Carrier explains the Houdini-based tools used to build Far Cry 5's roughly 100 square km open world.

Classic Game Postmortem: Alone in the Dark
Frederick Raynal gives a GDC postmortem of Alone in the Dark, the game that helped create the survival horror genre.

The Joy of Programming in Jai - Part 1: Hello World
The first part of a series on programming in Jai, Jonathan Blow's in-development language.

Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
The first part of Freya Holmer's three-part, nearly four-hour lecture on shader coding for game devs in Unity.

RacketCon 2013: Dan Liebgold - Racket on the Playstation 3? It's Not What you Think!
Dan Liebgold of Naughty Dog gives a RacketCon 2013 keynote on using Racket in PlayStation 3 game development.

Zach Oakes - Making Games at Runtime with Clojure
Zach Oakes explains why Clojure suits making games at runtime, so designers can experience their work as they build it.

Data Oriented GUI in Rust by Raph Levien - Bay Area Rust Meetup
Raph Levien presents his new Rust GUI framework, built on data-oriented design and ideas from entity component systems, for the Xi editor.

CppCon 2014: Jeff Preshing "How Ubisoft Develops Games for Multicore - Before and After C++11"
CppCon 2014 talk by Jeff Preshing on how Ubisoft Montreal developed games for multicore hardware, before and after C++11 concurrency support.

Crash Bandicoot Co-Creator Andy Gavin: Extended Interview | Ars Technica
A two-hour extended interview in which Crash Bandicoot co-creator Andy Gavin tells how he and Jason Rubin built the game at Naughty Dog.

Pitfall: A Classic Game Postmortem
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game.

Joe Rogan Experience #1342 - John Carmack
A long Joe Rogan podcast conversation with John Carmack covering his career, work habits, open source, AGI, quantum computing and CPUs.

The Story of Another World on the Amiga | MVG
Modern Vintage Gamer explains how Eric Chahi built Another World on the Amiga 500, using 2D polygons, rotoscoping and clever techniques to run well on a stock 7MHz machine.

HandmadeCon 2015 - Pat Wyatt
Pat Wyatt, a veteran game programmer who worked at Blizzard and ArenaNet, speaks at HandmadeCon 2015 in a conversation with Casey Muratori.

iMUSE Demonstration 2 - Seamless Transitions
A two-minute demonstration of LucasArts' iMUSE adaptive music system in Monkey Island 2.

The Implementation of Rewind in Braid
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.

Marble Marcher - A Fractal Physics Game
A demo of Marble Marcher, a game using a fractal physics engine and fully procedural ray-marched rendering.

Jonathan Blow - Jai Demo and Design Explanation (KEYNOTE) - Updated
Jonathan Blow's LambdaConf 2025 keynote demonstrates the Jai programming language and explains its design.

Creating Prelude of the Chambered
A timelapse of Notch (Markus Persson) creating his Ludum Dare 21 entry, Prelude of the Chambered, from scratch in 48 hours.

Dennis Gustafsson – Parallelizing the physics solver – BSC 2025
Dennis Gustafsson, creator of Teardown, presents how he parallelized the physics solver for an upcoming game, followed by a Q&A.

How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica
Westwood Studios co-founder Louis Castle talks about how pathfinding was solved in Command & Conquer: Tiberian Sun, in an Ars Technica War Stories episode.

Handmade Hero Day 021 - Loading Game Code Dynamically
Day 21 of Casey Muratori's Handmade Hero, which covers loading game code dynamically from a DLL on Windows.

The Matrix Awakens: An Unreal Engine 5 Experience
Epic's Unreal Engine 5 tech demo set in the Matrix universe, with Keanu Reeves and Carrie-Anne Moss.

Making Metagun
A timelapse of Notch (Markus Persson) making Metagun, a game built from scratch in 48 hours for Ludum Dare 18.

Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG
Modern Vintage Gamer looks at OpenLara, an open source Tomb Raider engine, running on the Game Boy Advance.