Best Game programming & engines Videos
The 118 Game programming & engines videos here were recommended by different people across different months. Choose by who it is for: 4 introductory, 61 intermediate, 35 for a general viewer, and 18 for someone who wants the harder derivation. Most of them are a talk. What they share is that one speaker finishes a claim, and the examples exist to hold that claim up. Channels you will keep seeing include GDC Festival of Gaming, Molly Rocket, Ars Technica.

.kkrieger - The FPS Game in 96KB (Full Gameplay)
Full gameplay of .kkrieger, a first-person shooter by Farbrausch that fits into a 96KB executable by generating its textures, models and sounds procedurally.

How Myst Almost Couldn't Run on CD-ROM | War Stories | Ars Technica
Myst co-creator Rand Miller recounts how the HyperCard-built game struggled to run on 1x CD-ROM drives.

Intro to C on Windows - Day 1
Day 1 of Handmade Hero's introduction to C on Windows, covering setting up Visual Studio, creating a Win32 project, the WinMain entry point and writing a first function.

Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
David Crane, designer of Pitfall for the Atari 2600, gives a GDC 2011 postmortem on the game's design challenges.

GDC 2018: John McDonald (Valve) - Using Deep Learning to Combat Cheating in CSGO
A GDC 2018 talk by Valve's John McDonald on VACNet, a deep learning system that analyzes CS:GO gameplay to detect cheaters.

Simulating an Entire Car Engine (yes, it makes noise)
AngeTheGreat describes building a physically realistic internal combustion engine simulator in C++, drawing on fluid dynamics, physics and chemistry.

Herbert Wolverson - Procedural Map Generation Techniques
Herbert Wolverson's Roguelike Celebration 2020 talk surveying procedural map generation techniques, including integration of hand-crafted prefabs and vaults.

Surface-Stable Fractal Dithering Explained
Rune Skovbo Johansen explains Surface-Stable Fractal Dithering, a technique he invented and released as open source.

Walls, Floors, & Ceilings
Pannenkoek explains how Super Mario 64 handles wall, floor and ceiling collisions, including triangles, normal vectors, quarter steps and out of bounds.

Half-Life 2: 20th Anniversary Documentary
Valve's two-hour documentary for Half-Life 2's 20th anniversary, with team members discussing development, nearly running out of money, being hacked, the publisher lawsuit and the birth of Steam.

Playing a Neural Network's version of GTA V: GAN Theft Auto
Sentdex demonstrates GAN Theft Auto, a GameGAN-based neural network that recreates GTA V so the network itself is the playable environment.

Superpositions, Sudoku, the Wave Function Collapse algorithm.
Martin Donald explains the Wave Function Collapse algorithm using Sudoku-like constraint solving and shows how he implemented it with Blender and Godot.

Procedurally Crafting Manhattan for Marvel's Spider-Man
GDC 2019 session where Insomniac's David Santiago describes the procedural systems used to build Manhattan for Marvel's Spider-Man.

QuakeCon 2011 - John Carmack Keynote
John Carmack's keynote at QuakeCon 2011, an hour and a half of wide-ranging talk about id Software, Rage, engine open-sourcing, patents and programming practices.

Handmade Hero Day 001 - Setting Up the Windows Build
Day 1 of Casey Muratori's Handmade Hero, a live-coded game built from scratch in C on Windows.

Deepmind artificial intelligence @ FDOT14
A short smartphone-recorded clip from a 2014 event in Paris where DeepMind CEO Demis Hassabis presents an AI learning to play old Atari games.

John Carmack Keynote - Quakecon 2013
John Carmack's roughly three-hour QuakeCon 2013 keynote, delivered from a few bullet points.

#Gamelab2018 - Jon Blow's Design decisions on creating Jai a new language for game programmers
Jonathan Blow talks at Gamelab 2018 about the design decisions behind Jai, the programming language he is building for game programmers.

Rant: Entity systems and the Rust borrow checker ... or something.
Jonathan Blow's hour-long livestreamed response to a RustConf 2018 closing keynote about entity systems in Rust.

New Voxel Engine Reveal - Crystal Islands Experiment
John Lin reveals a rewritten voxel engine demonstrated in a Crystal Islands scene, with much finer voxel detail, fast collision, fracture and path-traced global illumination.

John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets | Lex Fridman Podcast #309
A five-hour Lex Fridman interview with John Carmack covering Doom, Quake, VR, AGI, programming, games and rockets.

Bob Nystrom - Is There More to Game Architecture than ECS?
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.

Animation Bootcamp: An Indie Approach to Procedural Animation
David Rosen of Wolfire Games explains how simple procedural techniques can produce fluid, interactive character animation from very few keyframes.

Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing
Digital Foundry's Alex Battaglia analyzes Metro Exodus Enhanced Edition, the first AAA game built around ray tracing.