oleg_fov
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oleg_fov
694 subscribers
oleg_fov
#phys
#gamedev
https://www.youtube.com/watch?v=TtgS-b191V0
YouTube
Building a Physics Engine with C++ and Simulating Machines
I talk about the basics of physics engine design and the theory behind rigid body constraint solvers. Here are all the resources you'll need to build a physics engine that is similar to the one I show in the video:
Source code of my physics engine:
http…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=Z1qyvQsjK5Y
YouTube
Immediate-Mode Graphical User Interfaces - 2005
For more details, see https://caseymuratori.com/blog_0001
oleg_fov
#gamedev
https://www.youtube.com/watch?v=ZQ5_u8Lgvyk
YouTube
Designing and Evaluating Reusable Components - 2004
For more information, see https://caseymuratori.com/blog_0024
oleg_fov
#gamedev
https://www.youtube.com/watch?v=4LTtr45y7P0
YouTube
30 Things I Hate About Your Game Pitch
In this 2017 GDC talk, Game On The Rails' Brian Upton describes thirty annoying or counterproductive things that you should avoid when you're pitching your game to a publisher. Learn how publishers evaluate the games that are pitched to them, what they care…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=Ox2H3kUQByo
YouTube
Unsynced: The Last of Us Melee System
In this 2014 GDC session, Naughty Dog's Anthony Newman shares an overview of the design and implementation of the melee system for The Last of Us.
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=gsZiJeaMO48
YouTube
How Ray Tracing (Modern CGI) Works And How To Do It 600x Faster
In which we explore ray tracing, the reason modern CGI can look so convincing, and ReSTIR, a recent technique that allows images (and particularly animations) to be rendered hundreds of times faster.
RIS Paper: https://diglib.eg.org/bitstream/handle/10.…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=Qz0KTGYJtUk
YouTube
Coding Adventure: Ray Tracing
I tried creating a custom ray/path tracing renderer. Featuring: maths, shaders, and cats!
This project was written in C# and HLSL, and uses the Unity game engine.
Source Code: https://github.com/SebLague/Ray-Tracing/tree/Episode01
Support the channel: h…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=mAI5W7Y5H28
YouTube
You Don't Need a F-ing Publisher
In this GDC 2016 talk, Devolver Digital's Nigel Lowrie argues that you don't really need a publisher to ship video games---until you really do, that is. Lowrie also shares specific questions that developers should ask when looking for a publisher to help…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=YyVAaJqYAfE
YouTube
How Minecraft ACTUALLY Works
💎
⛏️
This documentary will take you on a journey to explore the World Generation of Minecraft.
00:00:00 - Introduction
00:00:52 - Part 1: Procedural Generation
00:05:47 - Part 2: The History of Minecraft
00:15:09 - Part 3: World Generation
00:29:55 - Part 3.2:…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=p8CMYD_5gE8
YouTube
The Witcher 3: Optimizing Content Pipelines for Open-World Games
In this GDC 2015 talk, former CD Projekt Red technical artist Martin Thorzen explains best practices for managing artistic content optimization in open world games like The Witcher 3
GDC talks cover a range of developmental topics including game design,…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=yGhfUcPjXuE
YouTube
Dear Game Developers, Stop Messing This Up!
DeltaTime. This video is all about that mysterious variable that oh so many game developers seem to struggle with. How to use DeltaTime correclty? I got the answers and hope this video will help to deepen your understanding about how to make frame rate independent…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=TbZ3HzvFEto
YouTube
Half-Life: 25th Anniversary Documentary
To celebrate the 25th Anniversary of the release of Half-Life we reunited the original development team to share their memories of creating Valve's first game.
Check out the Half-Life 25th Anniversary Update, restored content, new multiplayer maps, and a…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=5zlfJW2VGLM
YouTube
When Your Game Is Bad But Your Optimisation Is Genius
The source code and demos are available here: https://patreon.com/vercidium
An extra heightmap renderer is available here: https://github.com/vercidium-patreon/glvertexid
I spent the past 6 years creating a game engine, and I've been shocked at the things…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=6BIfqfC1i7U
YouTube
Extreme SIMD: Optimized Collision Detection in Titanfall
In this 2018 GDC talk, Respawn Entertainment's Earl Hammon explains how the Titanfall team made already optimized continuous collision detection code more than twice as fast.
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter:…
oleg_fov
#gamedev
#graphics
https://www.youtube.com/watch?v=CHYxjpYep_M
YouTube
How Games Have Worked for 30 Years to Do Less Work
We explore the evolution of culling and visibility determination in video games, building on work started over 30 years ago, and evolving with every generation of hardware.
Gamedev
Courses: https://simondev.teachable.com/
Support me on Patreon: https://…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=rJZyPdYIbZI
YouTube
How Game Designers Solved These 11 Problems
🔴
Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/
🔴
Being a game designer means being a problem solver. In this video, I share stories of how game creators overcame huge design conundrums, so you can fix your…
oleg_fov
#gamedev
#gpu
https://www.youtube.com/watch?v=hf27qsQPRLQ
YouTube
When Optimisations Work, But for the Wrong Reasons
Level of detail and imposters are effective optimizations that work for reasons you may not fully understand. Let's explore why, from a hardware perspective, these work.
Gamedev
Courses: https://simondev.teachable.com/
Support me on Patreon: https://www…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=40JzyaOYJeY
YouTube
I Optimised My Game Engine Up To 12000 FPS
The source code and demos are available here: https://patreon.com/vercidium
The greedy meshing algorithm is available here: https://github.com/vercidium-patreon/meshing
I spent the past 6 years creating a game engine, and I've been shocked at the things…
oleg_fov
#gamedev
#graphics
https://www.youtube.com/watch?v=SO83KQuuZvg
YouTube
Coding Adventure: Rendering Text
This... is text! Let's figure out how to draw it.
Starring: Bézier curves and (oh so many) floating point problems.
Source code: https://github.com/SebLague/Text-Rendering
If you'd like to support my work (and get early access to new projects) you can do…
oleg_fov
#gamedev
https://www.youtube.com/watch?v=iDhBz_PovwU
YouTube
REAC 2024 DAY 2 Optimizing the UI’s CPU bound frame rate in Call of Duty.
This talk takes a deep dive into the system that drives the user interface and HUD of Call of Duty. Over the years the Call of Duty UI performance had atrophied and gotten into a state where it was impacting the frame rate of the entire game - and even risking…