8:51nintendo 64 homebrewDemo
How I implemented MegaTextures on real Nintendo 64 hardware
James Lambert
2 HN recommenders
8:51nintendo 64 homebrewDemo
James Lambert
2 HN recommenders
10:57real-time graphicsDemo
Unreal Engine
2 HN recommenders
25:09
42:38linux binary compatibilityTalk
Zig SHOWTIME
2 HN recommenders
38:26atari 2600 graphicsExplainer
Retro Game Mechanics Explained
2 HN recommenders
1:22:13software texture mappingTalk
Molly Rocket
2 HN recommenders
58:59stylized 3d renderingTalk
GDC Festival of Gaming
2 HN recommenders
7:42
34:29game boy advance 3d graphicsDocumentary
minimme
1 HN recommender
13:09factorio game engineDemo
arrow in my gluteus maximus
1 HN recommender
27:27real-time ray tracingDemo
Gamers Nexus
1 HN recommender
43:13gpu-driven renderingTalk
Digital Dragons
2 HN recommenders
31:07indie game postmortemTalk
GDC Festival of Gaming
1 HN recommender
59:20real-time renderingTalk
Graphics Programming Conference
1 HN recommender
1:15crt shader emulationDemo
PenguinWeirdness
1 HN recommender
12:36retro 3d graphicsExplainer
Modern Vintage Gamer
1 HN recommender
7:43voxel renderingDemo
Axiom Holographics
Discussed on HN
1:06:37multithreaded game renderingTalk
GDC Festival of Gaming
Discussed on HN
3:58
5:14retro game graphicsDemo
StaxX28
Discussed on HN
0:58
3:28
2:01
1:46real-time ray tracingDemo
NVIDIA GeForce
Discussed on HN
Games provide examples of programming, design, art and player behavior in one working system. Browse development talks, technical breakdowns and discussions of game mechanics. Developers can look for a particular technique, while players can explore the decisions behind an experience they recognize.
Indie Picks is organized from video metadata and uploader descriptions; it is not a full-video editorial review. HN Library retains community discussions. Sources and data notes