# Engine 1. https://github.com/GoogleCloudPlatform/agones 1. https://luxeengine.com/ 1. https://www.haroldserrano.com/blog/books-i-used-to-develop-a-game-engine 1. http://www.executionunit.com/blog/2017/07/14/in-defence-of-writing-your-own-engine/ 1. http://vincentgarreau.com/particles.js/#default 1. http://www.npruehs.de/game-models-a-different-approach-part-2/ 1. https://maikklein.github.io/post/shading-language-part1/ 1. https://cuberite.org/ 1. http://www.helixsoft.nl/articles/circle/sincos.htm 1. http://helm-engine.org/ 1. http://regl.party/ 1. https://github.com/lallassu/Qake 1. http://pcg.wikidot.com/ 1. http://laurenslapre.nl/lapre_004.htm 1. http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/ 1. https://shotsinshorts.com/top-javascript-engines-make-html5-desktop-mobile-games/ 1. http://gamedevs.org/ 1. http://clockwork.js.org/ 1. http://arewegameyet.com/ 1. https://www.inklestudios.com/ink/ 1. https://godotengine.org/ 1. https://castle-engine.io/index.php 1. https://www.rpginabox.com/ 1. https://heaps.io/ 1. https://codeparade.itch.io/marblemarcher 1. https://github.com/HackerPoet/MarbleMarcher 1. https://github.com/amzeratul/halley 1. https://github.com/ondras/rot.js 1. https://github.com/pupcraft/sucle 1. http://superpowers-html5.com/index.en.html # Reference 1. https://mod.io/ 1. https://www.amazon.com/Game-Engine-Black-Book-Wolfenstein/dp/1539692876 1. http://shaderbits.com/blog/octahedral-impostors/ 1. https://godotengine.org/article/handling-axis-godot 1. https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/ 1. http://www.jagregory.com/abrash-black-book/ 1. http://docs.godotengine.org/en/3.0/tutorials/math/rotations.html 1. http://www.essentialmath.com/ 1. http://gameprogrammingpatterns.com/ 1. http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ 1. https://github.com/Dvergar/awesome-haxe-gamedev # Rendering 1. https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/ 1. https://roughjs.com/ 1. https://github.com/pshihn/rough 1. https://www.voxelquest.com/ 1. https://github.com/google/filament 1. https://google.github.io/filament/Filament.md.html 1. https://voxeltoy.com/ 1. [Oil on GlCanvas](https://www.shaderoo.org/?shader=FYLJFU) 1. http://voxeljs.com/ 1. http://gameprogrammingpatterns.com/double-buffer.html 1. https://research.cs.wisc.edu/graphics/Gallery/NPRQuake/whatIsIt.html 1. http://www.realtimerendering.com/Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf 1. https://webglfundamentals.org/ 1. https://interplayoflight.wordpress.com/2018/09/30/readings-on-the-state-of-the-art-in-rendering/ 1. https://prideout.net/blog/distance_fields/ 1. http://graphics.cs.cmu.edu/projects/slang/ 1. [ADOPTING LESSONS FROM OFFLINE RAY-TRACING TO REAL-TIME RAY TRACING FOR PRACTICAL PIPELINES](http://advances.realtimerendering.com/s2018/Pharr%20-%20Advances%20in%20RTR%20-%20Real-time%20Ray%20Tracing.pdf) 1. http://www.gamasutra.com/blogs/SvyatoslavCherkasov/20181023/329151/Graveyard_Keeper_How_the_graphics_effects_are_made.php 1. https://alain.xyz/blog/comparison-of-modern-graphics-apis 1. https://webkit.org/blog/8482/web-high-level-shading-language/ 1. [Physically Based Rendering](http://www.pbr-book.org/3ed-2018/contents.html) 1. https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/ 1. https://www.hadean.com/blog/open-source-library-for-spatial-representations 1. [The inevitable volumetric future | Dan Tabar and Branislav Siles](https://www.youtube.com/watch?v=JHJ4TKJom88) 1. https://www.ronja-tutorials.com/2018/12/01/2d-shadows.html 1. https://ephtracy.github.io/ 1. https://www.nebularender.com/ 1. [An Explanation of the Rendering Equation](https://www.youtube.com/watch?v=eo_MTI-d28s) 1. [Non-Euclidean Worlds Engine](https://www.youtube.com/watch?v=kEB11PQ9Eo8) 1. [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://arxiv.org/pdf/1901.05103v1.pdf) 1. [Slang – A Shader Compilation System forExtensible, Real-Time Shading](http://graphics.cs.cmu.edu/projects/renderergenerator/yong_he_thesis.pdf) 1. http://machinethink.net/blog/3d-rendering-without-shaders/ 1. http://www.cs.cmu.edu/afs/cs/usr/sbk/www/phigs/phigs.html 1. http://www.realtimerendering.com/raytracinggems/ 1. https://github.com/mckennapsean/wood-shader 1. https://spritestack.io/ 1. http://blog.hvidtfeldts.net/index.php/2011/06/distance-estimated-3d-fractals-part-i/ 1. https://github.com/oakes/play-cljc 1. [Physically Based Modeling: Principles and Practice](http://www.cs.cmu.edu/~baraff/sigcourse/) 1. https://sonicether.com/seus/ 1. http://stephaniehurlburt.com/blog/2019/3/25/resources-for-learning-graphics-programming 1. [Principles of Lighting and Rendering with John Carmack at QuakeCon 2013](https://www.youtube.com/watch?v=IyUgHPs86XM) 1. http://math.hws.edu/graphicsbook/ 1. https://blog.mecheye.net/2019/05/why-is-2d-graphics-is-harder-than-3d-graphics/ 1. https://www.babylonjs.com/ 1. https://github.com/lettier/3d-game-shaders-for-beginners 1. [What good are hundreds of lights without hundreds of shadows?](https://worldoffries.wordpress.com/2019/03/26/what-good-is-hundreds-of-lights-with-out-hundreds-of-shadows/) # Idea 1. [The Content Conundrum - Why So Many Games Feel Generic - Extra Credits](https://www.youtube.com/watch?v=NxX9sGhsbks) # Camera 1. [Math for Game Programmers: Juicing Your Cameras With Math](https://www.youtube.com/watch?v=tu-Qe66AvtY) 1. https://jsantell.com/3d-projection # Entity Component System (ECS) 1. http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ 1. [Bob Nystrom - Is There More to Game Architecture than ECS?](https://www.youtube.com/watch?v=JxI3Eu5DPwE) # Simulation 1. https://en.wikipedia.org/wiki/Sigmoid_function 1. https://prideout.net/blog/distance_fields/ 1. https://www.gdcvault.com/play/1022016/Getting-off-the-NavMesh-Navigating 1. https://nialltl.neocities.org/articles/mpm_guide.html 1. http://fabiensanglard.net/doom_fire_psx/index.html 1. http://sol.gfxile.net/interpolation/ 1. https://medium.com/unity3danimation/create-your-own-inverse-dynamics-in-unity-1ed0371ee658 1. https://github.com/franciscop/ola/ # Animation 1. https://blog.varunramesh.net/posts/composable-animations/ # Game history | Game preservation 1. https://threader.app/thread/1027300086022254592 1. https://gamehistory.org/ # Physics 1. http://brm.io/matter-js/ 1. http://www.jbox2d.org/ 1. https://www.tapirgames.com/blog/open-source-physics-engines # Matchmaking 1. https://cloud.google.com/blog/products/open-source/open-match-flexible-and-extensible-matchmaking-for-games # NPC artificial intelligence 1. https://www.red3d.com/cwr/boids/ 1. https://www.blog.drewcutchins.com/blog/2018-8-16-flocking 1. http://www.gabrielgambetta.com/generic-search.html # Hexagonal grid 1. https://www.redblobgames.com/grids/hexagons/ # Mods / Modding 1. https://minecraft.net/en-us/article/programmers-play-minecrafts-inner-workings # Streaming 1. https://blog.rainway.io/building-a-cross-browser-cross-platform-real-time-game-streaming-protocol-b00d000fe788 # Interactive narrative fiction 1. http://narrascope.org/ 1. http://pdf.textfiles.com/books/iftheorybook.pdf 1. https://notimetoplay.org/engines/advprompt/ # Design 1. https://en.wikipedia.org/wiki/Rules_of_Play # Voxel 1. https://github.com/stoyannk/voxels # Planning 1. https://github.com/adnzzzzZ/blog/issues/47