Start here
Programming Concepts Behind Games, in Plain Terms
A plain-language map of the main code ideas inside a video game: loops, state, collisions, randomness, saving, and the tools teams use to build them.
Technology and Quality
Core programming concepts and engine choices without jargon.
Start here
A plain-language map of the main code ideas inside a video game: loops, state, collisions, randomness, saving, and the tools teams use to build them.
A product-neutral checklist of questions about your game, your team and your plans that help you weigh engine options before committing months of work.
How games test whether objects touch each other, from simple boxes and circles to broad-phase shortcuts, and why fast objects can still slip through walls.
How a few simple states and the rules for switching between them can make game enemies look alert, cautious or clever, and where this approach starts to strain.
What a game has to store to restore your progress, how save files are built, and the common reasons saves fail, from version changes to corrupted files.
An introduction to how game characters plan routes around obstacles, using grids, waypoints and navigation meshes, with a plain look at why paths sometimes look odd.
How computers produce random-looking numbers, what a seed does, and how seeds let players share the same generated world or replay a run exactly.
How the game loop reads input, updates the world and draws each frame, why frame time budgets matter, and how fixed and variable time steps differ.
How game teams share code and large art files without overwriting each other, covering version control basics, binary files, locking and asset pipelines.
Related topics