Gamedev

How to optimize (almost) anything

How to optimize (almost) anything

SimonDev

The Code That Revolutionized Orbital Simulation

The Code That Revolutionized Orbital Simulation

braintruffle

The Forgotten Details In Half Life's First Level

The Forgotten Details In Half Life's First Level

Zomboman

How I made better foliage than 99% of games

How I made better foliage than 99% of games

kodiakwhale

A First Look At Raytraced Audio

A First Look At Raytraced Audio

Vercidium

Ant Simulator, a fresh new version

Ant Simulator, a fresh new version

Pezzza's Work

The most overused game graphic you never noticed | Texture Archaeology

The most overused game graphic you never noticed | Texture Archaeology

Kid Leaves Stoop

I Rebuilt Monument Valley, Here’s How It Works

I Rebuilt Monument Valley, Here’s How It Works

Newbie Indie Game Dev

Elden Ring Frame Data Is Completely Insane

Elden Ring Frame Data Is Completely Insane

Babe1Babe2

Why do Mobs in Minecraft ALWAYS Go Up?

Why do Mobs in Minecraft ALWAYS Go Up?

nkin

How do Video Game Graphics Work?

How do Video Game Graphics Work?

Branch Education

I Created My Own Custom 3D Graphics Engine

I Created My Own Custom 3D Graphics Engine

Inkbox

The Midpoint Circle Algorithm Explained Step by Step

The Midpoint Circle Algorithm Explained Step by Step

NoBS Code

Draw fewer tiles - by using a Dual-Grid system!

Draw fewer tiles - by using a Dual-Grid system!

jess::codes

What If Light Was Really Slow?

What If Light Was Really Slow?

Worlds In Motion

Create Consistent, Editable AI Characters & Backgrounds for your Projects! (ComfyUI Tutorial)

Create Consistent, Editable AI Characters & Backgrounds for your Projects! (ComfyUI Tutorial)

Mickmumpitz

Better Mountain Generators That Aren't Perlin Noise or Erosion

Better Mountain Generators That Aren't Perlin Noise or Erosion

Josh's Channel

The Genius AI Behind The Sims

The Genius AI Behind The Sims

Game Maker's Toolkit

Why Stairs Suck in Games... and why they don't have to

Why Stairs Suck in Games... and why they don't have to

Nick Maltbie

How Pro Game Devs ACTUALLY Optimise Games

How Pro Game Devs ACTUALLY Optimise Games

Vercidium

The Continuity of Splines

The Continuity of Splines

Freya Holmér

How do games render their scenes?

How do games render their scenes?

DigiDigger

Procedural Generation with Wave Function Collapse and Model Synthesis

Procedural Generation with Wave Function Collapse and Model Synthesis

DV Gen

Non-Euclidean Geometry Explained

Non-Euclidean Geometry Explained

Pixel Architect

How do non-euclidean games work?

How do non-euclidean games work?

DigiDigger

Technique for Creating Beautiful Level Design

Technique for Creating Beautiful Level Design

Pixel Architect

Fast Inverse Square Root — A Quake III Algorithm

Fast Inverse Square Root — A Quake III Algorithm

Nemean

Crafting a Better Shader for Pixel Art Upscaling

Crafting a Better Shader for Pixel Art Upscaling

t3ssel8r

Giving Personality to Procedural Animations using Math

Giving Personality to Procedural Animations using Math

t3ssel8r