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Programming Theory 🧠

Case against OOP

FP

General

Compilers

Game Engine Design

1. Engine and Game Decoupling

2. Hot Reloading

3. Arenas: Big Chunk of Memory

4. Game Loops

5. Resource Management

6. Asset Streaming

7. Scene Management ("Flat Array of Entities")

8. Render Queue (for Decoupling, Sorting and Performance)

9. Antipattern: Scene Graph

10. Scene Optimisation (BSP and friends)

11. ECS

12. Reflection and Serialization (of Components)

13. Editing

14. Skybox and Clouds

15. Misc

Input and 3D
PBR
Physics

Advanced Topics

General Development Topics

UI/UX

Authorization

Retro Gaming

3D Maps

Practical

Technologies

Catalogs

Existing Products

Automatic Rigging

Existing Companies

Research

Resources

Texture Generation

Automatic Normal Texture Maker

Automatic Tiling

Existing Products

Mesh Optimization And Other Stuff

Algorithms

Point Cloud to Mesh

Automatic Light Baking

Mesh Optimisation

Theory
Big Libraries
Automatic Normal Baking
Automatic UV Unwrapping

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