General computer science topics applicable to any subdomain.
- The Slot Map Data Structure
- Cache Efficient Grids & Quadtrees
- 1024 Cores (concurrent algorithms and lock-free data structures)
- Roaring Bitmaps
- Dragon-Space: Cache Efficien Grids and Trees
- Data-Oriented Design
- OOP Is Dead, Long Live Data-oriented Design
- Data-Oriented Design and C++
- An Investigation of Data Storate in Entity-Component Systems
- V8 Fast Properties
- Visual Scripting the Data Oriented Way
- What Every Programmer Should Know About Memory
- What every systems programmer should know about concurrency
- EuclidianSpace
- A Primer On Bezier Curvers
- Understanding Quaternions
- Quaternions and 3d rotation, explained interactively
- Visualizing quaternions (4d numbers) with stereographic projection
- 2D Transformation
- Row Major vs Column Major, storage/convention
- SDF Geometry
Resources for specialized subdomains in in game dev.
- C++ Game Audio Engine - Part 1
- C++ Game Audio Engine - Part 2
- C++ Game Audio Engine - Part 3
- C++ Game Audio Engine - Part 4
- Component-Based Software Architecture for Real-Time Audio
- Using locks in real-time audio processing, safely
- So you want to write a GUI framework
- Designing a GUI Framework
- GUIs on the GPU
- Resolving the Great Undo-Redo Quandary
- UIPainter: Tile-Based Rendering in One Draw Call
- Real-Time Rendering 4th Edition
- Render Engine Development (link list)
- Order your graphics draw calls around!
- Latency Mitigation Strategies (by John Carmack)
- Graphics Studies Compilation
- Engines
- The Machinery
- A modern rendering architecture
- High-Level Rendering Using Render Graphs
- Simple Parallel Rendering
- Explicit Multi-GPU Programming
- The Machinery Shader System (part 1)
- The Machinery Shader System (part 2)
- The Machinery Shader System (part 3)
- Vulkan: Descriptor Sets Management
- Vulkan: Command Buffer Management
- Vulkan: Pipelines and Render States
- Moving The Machinery to Bindless
- Vertex Assembly and Skinning
- Stingray Renderer
- Molecule Engine
- Destiny
- Dilligent Engine
- Decima
- EA SEED's Halcyon
- Wicked Engine
- The Machinery
- Performance
- APIs
- Vulkan
- Vulkan Tutorial
- Vulkan Guide
- Vulkan 1.1 Quick Reference
- Vulkan 1.2 Spec (chunked)
- Intel - Api Without Secrets: Introduction To Vulkan
- Tutorial on using Vulkan's VK_EXT_debug_marker with RenderDoc
- Writing an efficient Vulkan renderer
- Robust pipeline cache serialization
- Vulkan Sparse Binding
- Vulkan
- Asset Identifiers
- Asset Identifiers and CAS
- Resource Pipelines - Part 1: Overview
- Resource Pipelines - Part 2: Reference Identifiers
- Resource Pipelines - Part 2: References & Handles
- Resource Pipelines - Part 2: Dependencies
- Resource Pipelines - Part 2: File Scanning
- Space-Efficient Content Packaging for Horizon Forbidden West
- Scaling Tools for Millions of Assets for Horizon Forbidden West
- Streaming the World of Horizon Zero Dawn
- Making tools for Big Games
- Creating a Tools Pipeline for Horizon Zero Dawn
- GPU-Based Procedural Placement in Horizon Zero Dawn
- The Data Building Pipeline of Overwatch
Misc tools I've found in my travels.
Debuggers
Profilers
Sanitizers
Resources for specific programming languages.
Blogs with good articles worth reading.