- Design Patterns
- SOLID
- GRASP
- KISS
- DRY
- YAGNI
- What Every Programmer Should Know About Concurrency
- What Every Programmer Should Know About Floating-Point Arithmetic (simple)
- What Every Programmer Should Know About Floating-Point Arithmetic (hard)
- What Every Programmer Should Know About Memory
- Kapa AI - AI Agent to answer questions in your organization based on code/documentation/messangers
- Articy - all-in-one app for Narrative Design (Story FLow, Global Variables, Entities, Dialogs, Locations, Assets, Localization)
- Mergify - configurable automatic changes propagation accross GitHub branches
- Bluedot - AI notetaker for Google Meet & Microsoft Teams
- Meshy - AI 3D Model Generator
- Bloaty - a size profiler for binaries
- cppbestpractices - Collaborative practices summary for C++
- C++ Tools and Best Practices
- Perfect forwarding and universal references
- Stay away from Volatile in threaded code
- Memory model, Memory Barriers, Atomics and Acquire-Release semantics
- Multithreading in C++20
- TCP & UDP
- NAT & Hole Punching
- Packet Loss for an App-Level Developer
- Network Synchronization in Games
- Named Pipes
- Memory-Mapped Files
- UE4 Intro for Beginners
- UE Modules
- Creating Custom Navmesh for Unreal Engine 4
- UObject Constructor, CDO, PostInitProperties and PostLoad
- UnrealGameSync Workflow on Fortnite
- Gauntlet Automated Testing and Performance Metrics
- Cooking & ResavePackages Optimization
- Asset Manager Usage
- Editor: show that UAsset changed in the other branch
- How to fix blueprint nativization errors
- Gameplay Ability System
- Extensive UE4 Guides
- Network Push Model
- Gargabge Collection
- Accurately Syncing Unreals Network Clock
- Object Analysis with Obj Command
- UObject Console Commands
- Implementing Instant Replays (Killcam)
- UE Reflection in Details
- How to Create Custom K2 Graph Nodes
- UE Multiplayer Tips & Tricks
- Introduction
- Computer Networking
- RPC (Remote Procedure Call)
- The Two Generals Problem
- The Byzantine Generals Problem
- System Models
- Fault Tolerance
- Physical Time
- Clock Synchronization
- Causality and Happens-Before
- Logical Time
- Broadcast Ordering
- Broadcast Algorithms
- Replication
- Quorums
- State Machine Replication
- Consensus
- Raft
- Two-Phase Commit
- Linearizability
- Eventual Consistency
- Collaboration Software
- Google Spanner
- Wave Function Collapse
- Rendering Wounds in Left 4 Dead 2
- The Physics and Networking of Rocket League
- Distance Fields and Simulation Tricks in UE4
- Development and Deployment of Multiplayer Online Games: from social games to MMOFPS, with stock exchanges in between
- C++ Core Guidelines
- Is Parallel Programming Hard, And, If So, What Can You Do About It?
- Memory Barriers: a Hardware View for Software Hackers
- Joe Duffy - Blogging about Midori
- Gaffer on Games
- IT Hare
- Games From Within
- eXtremely Distributed Software Development (XDSD™) Methodology