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Games & Game Development

Game programming & engines

Game programming & engines sits within Games & Game Development. Explore games as designed experiences, software systems, and artifacts with their own histories and communities. This selection contains 118 catalog videos from 78 distinct channels. The examples below offer specific entry points into the subject, with their own vocabulary and scope, rather than a prescribed sequence of lessons.

Recurring catalog topics include game development, gdc, game engines, john carmack, jonathan blow and procedural generation. These tags describe overlapping directions within the collection; an individual video may connect several of them. Recorded formats include comedy, commentary, course, demo, documentary, explainer, interview, lecture, news, podcast, talk and tutorial. Use those differences to choose between approaches to the subject and to compare how different contributors frame related questions.

“Overwatch Gameplay Architecture and Netcode”, listed under GDC Festival of Gaming, is cataloged as talk. Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they…

“A Deep Dive into Nanite Virtualized Geometry”, listed under SIGGRAPH Advances in Real-Time Rendering, is cataloged as talk. Brian Karis's SIGGRAPH 2021 talk explains how Unreal Engine 5's Nanite virtualized geometry works. It covers mesh import, the data structures, streaming, decompression, culling, software and hardware rasterization, and shading.

118 videos