# Engine
1. https://www.raylib.com/index.html
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://zzz.dog/
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/)
1. [Ray Tracing with Metal](https://developer.apple.com/videos/play/wwdc2019/613/)
# 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://en.wikipedia.org/wiki/Monte_Carlo_tree_search
1. http://www.roguelikeradio.com/2018/02/episode-144-ai.html
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. [Level Design Patterns in 2D Games](http://akhalifa.com/documents/level-design-patterns.pdf)
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