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.

2021: Year of the Linux Gaming Desktop - Andrew Kelley
Andrew Kelley's Zig SHOWTIME talk on an experiment to ship static Linux executables that can do graphics and gaming, followed by an interview.

Unity DOTS vs Handbuilt: Sample Project
Nick Caston compares Unity's sample ECS/DOTS project (AngryBots) with his own from-scratch C++ and OpenGL clone.

Finding the BEST sine function for Nintendo 64
Kaze Emanuar searches for the best sine approximation for the Nintendo 64, comparing the lookup tables in Mario 64 and Ocarina of Time with polynomial alternatives.

HandmadeCon 2016 - History of Software Texture Mapping in Games
A HandmadeCon 2016 panel where Chris Hecker, John Miles, Sean Barrett and Chris Green give an oral history of software texture mapping in 90s games.

Jonathan Blow on scripting languages
A 10-minute clip from a Jonathan Blow Twitch stream in which he argues that game engines do not really need separate scripting languages.

GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
A GDC 2015 talk by Arc System Works technical artist Junya Motomura on how Guilty Gear Xrd rebuilt a classic 2D fighter in full 3D while keeping a hand-drawn look.

Is a round Minecraft world possible?
Jeija demonstrates a modified Minetest game with a spherical planet, using a grid transform to make a voxel world round.

The Early Days of id Software
John Romero's 2016 GDC Europe talk recounts the early days of id Software and the programming principles behind Doom and Quake, including fast iteration and keeping the game bootable.

How the Minecraft Title Screen Seed was Found
SalC1 explains how the seed behind the Minecraft title screen panorama was found, using community effort and the Minecraft@Home project.

Unreal Engine 4 - GT.TV Exclusive Development Walkthrough
A GameTrailers walkthrough from E3 2012 of an Unreal Engine 4 real-time tech demo with Epic's Alan Willard.

Feature Discovery Series Episode 3: Aerodynamics
A Microsoft Flight Simulator Feature Discovery episode in which CEO Sebastian Wloch explains the new aerodynamics simulation for the 2020 release.

Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 1
Gamers Nexus builds a fully ray-traced demo in Unreal Engine to compare faked global illumination with RTX ray-traced GI.

Reboot Develop 2017 - Jonathan Blow, Thekla Inc. / Making Game Programming Less Terrible
Jonathan Blow's Reboot Develop 2017 talk on making game programming less terrible, discussing software bloat, slowness and the design goals behind his own programming language.

Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.

Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit
Google I/O 2011 session by Ray Cromwell and Philip Rogers on writing 2D and 3D games with HTML5 and GWT.

What VR Could, Should, and Almost Certainly Will Be within Two Years (Steam Dev Days 2014)
Michael Abrash of Valve explains what affordable VR hardware will be capable of within a couple of years, and describes a prototype showing what that level of hardware can do.

Game Development with SDL 2.0 (Steam Dev Days 2014)
Ryan Gordon (Icculus) gives a high-level overview of SDL 2.0 at Steam Dev Days 2014.

Notch Coding Minicraft!
Footage of Notch (Markus Persson) live-coding his Minicraft game in Java during a Ludum Dare 48-hour game jam.

IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood
Brian Bucklew of Freehold Games discusses design decisions behind Caves of Qud and Sproggiwood at IRDC 2015.

Resident Evil Village PC DRM: Cracked Code Really Does Run Better - Confirmed
Digital Foundry investigates why Resident Evil Village on PC runs worse with Capcom's Denuvo DRM than a cracked version.

Killing the Walk Monster
Casey Muratori's remastered BICFest 2018 talk on how the collision system of The Witness was engineered to prevent whole classes of bugs found in game engines.

Alen Ladavac - Taking CI and automated testing seriously - WebCamp Zagreb 2018
Alen Ladavac of Croteam talks about continuous integration and automated testing pipelines in games, with case studies from The Talos Principle and Serious Sam.

Rendering Tiny Glades With Entirely Too Much Ray Marching
A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles.

Will Wright GDC 2005 Spore (The Future of Content) Remastered
A remastered recording of Will Wright's 2005 GDC talk revealing Spore, titled The Future of Content.