Play allUnity, Unreal and Godot
135 videos • 85 hr 48 min
Part of Game development. Ordered by how many people recommended each video and for how long; 19 are classics.
1 2 3 Miguel de Icaza: Swift Godot: Fixing the Multi-million dollar mistake #GodotCon2023
Godot Engine
Recommended by 6 •
Recent pick4 5 6 7 8 9 I'm making a game engine based on dynamic signed distance fields (SDFs)
Mike Turitzin
Recommended by 3 •
10 11 12 13 14 15 16 17 18 19 20 John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets | Lex Fridman Podcast #309
Lex Fridman
Recommended by 3 •
21 22 Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing
Digital Foundry
Recommended by 3 •
Classic23 Rant: Entity systems and the Rust borrow checker ... or something.
Jonathan Blow
Recommended by 3 •
Classic24 Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht
Houdini
Recommended by 3 •
25 26 27 Get Started with Arcadia! Part 1: Setup Arcadia, Clojure in Unity
saikyun
Recommended by 2 •
Hidden gem28 29 30 31 32 33 34 35 Game Development Development - Michael Nygard & Ragnar Svensson
ClojureTV
Recommended by 2 •
Hidden gem36 37 EP0054 - DrawWindow and intro to unions - Making a video game from scratch in C
Ryan Ries
Recommended by 1 •
38 39 40 41 42 43 44 Flame Engine, the Game Engine built on top of Flutter | Introduction & quickstart tutorial
David Serrano
Recommended by 1 •
45 Reverse Engineering/Bashing Splinter Cell to See What Falls Out | DitD Episode 1
jeFF0Falltrades
Recommended by 1 •
46 47 48 Jeff Vogel: Making Games Alone For 30 Years, Unity vs Custom Engine, Indie Survival | Ep. #046
Thomas Brush
Recommended by 1 •
49 50 51 52 GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn
GDC Festival of Gaming
Recommended by 2 •
Classic53 54 55 56 px3d: a free software browser based pixel 3D nano-engine in ClojureScript
linux.conf.au
Recommended by 1 •
57 HPG 2022 Keynote: The Journey to Nanite - Brian Karis, Epic Games
High-Performance Graphics
Recommended by 1 •
58 59 60 61 Tomb Raider on the Nintendo Game Boy Advance is incredible | MVG
Modern Vintage Gamer
Recommended by 2 •
62 GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
GDC Festival of Gaming
Recommended by 2 •
Classic63 64 65 66 67 HandmadeCon 2016 - History of Software Texture Mapping in Games
Molly Rocket
Recommended by 2 •
Hidden gem68 Grand Theft Auto: Vice City Ported to Dreamcast! A WIP Preview and It's AMAZING
Video Game Esoterica
Recommended by 1 •
69 70 71 EP0056 - DrawWindow and Battle Game State - Making a video game from scratch in C
Ryan Ries
Recommended by 1 •
72 73 74 Gem - Mining : Dev log 2 : Summary of shadow casting lights and game logic script debugging
Steven Tinsley
Recommended by 1 •
Recent pick75 76 C++ 3D Game Tutorial 22: Creating 3D Engine - Multi-Layered Animated Earth
PardCode
Recommended by 1 •
77 78 79 80 81 82 Refactoring the Mesh Drawing Pipeline for Unreal Engine 4.22 | GDC 2019 | Unreal Engine
Unreal Engine
Recommended by 1 •
83 84 85 86 Building games using Flame - Luan Nico & Renan C. Araújo | Flutter Europe
Flutter Europe
Recommended by 1 •
87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 Vlad Protsenko: Combining Clojure with JavaFX for Game Development with Defold (#21)
Frank Delporte
Recommended by 1 •
103 Coding in the 3DO M2 SDK - Tech Deep End - Video Game Esoterica
Video Game Esoterica
Recommended by 1 •
104 105 106 REAC 2025 Evolving Global Illumination in Overwatch 2.
Rendering Engine Architecture Conference
Recommended by 1 •
107 Designing a 4D World: The Technology behind Miegakure [Hide&Reveal]
[mtbdesignworks {Miegakure, 4D Toys}]
Recommended by 1 •
108 109 The Early Days of Id Software - John Romero @ WeAreDevelopers Conference 2017
WeAreDevelopers
Recommended by 1 •
110 111 112 113 114 115 116 117 118 119 120 Scalable Unity UI Tutorial | Make UI Scalable for different screens and Resolutions
VionixStudio
Recommended by 1 •
121 122 123 124 Resident Evil Village PC DRM: Cracked Code Really Does Run Better - Confirmed
Digital Foundry
Recommended by 1 •
125 126 Rendering Tiny Glades With Entirely Too Much Ray Marching
Graphics Programming Conference
Recommended by 1 •
127 Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit
Google for Developers
Recommended by 1 •
128 IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood
Logo “ND” Surströmming
Recommended by 1 •
129 130 131 Learn Unity gaming engine | Build Among Us game | Unity tutorial for beginners | Episode 1
Outscal
Recommended by 2 •
Hidden gem132 133 Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’
GDC Festival of Gaming
Top upload •
134 135 Data Oriented Design and Entity Component System Explained - Mathieu Ropert - ACCU 2024
ACCU Conference
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![This is ONLY 4 VERTICES: Cave Engine Displacement Map [WIP]](https://i.ytimg.com/vi/0_DQzWhIP8Q/maxresdefault.jpg)


![Designing a 4D World: The Technology behind Miegakure [Hide&Reveal]](https://i.ytimg.com/vi/vZp0ETdD37E/maxresdefault.jpg)



























