This is a slowly growing list being updated every now and then. I’ll include a little description of some of the gems to give a good entry-point to each blog.
Fabien Sanglard’s Website
If you loved any of the early id Software first-person shooters like Wolfenstein/Doom/Quake then be prepared to lose a few days down the rabbit hole. Mostly about graphics and code/architecture reviews.
What kind of black magic it took to render Doom in 1993.
Quake set a lot of the standards for networked games. I’m still impressed by how well it ran on a 56kbps internet connection back in the day.
Red Blob Games
Mostly about graphs but worth checking out just for the quality of the interactive tutorial pages.
A* is an ubiquitous graph search algorithm in games and there’s no better (or more thorough) explanation I’ve seen.
An epic hexagonal grid reference. I have this open whenever I work with hexagons. The interactive design will also bump up your expectations of what is possible in a technical document.
Gaffer on Games
Mostly about physics and networking.
TCP is not a great fit for most real-time gaming applications. Why and how to use UDP instead.
If you ever use a physics library, it’s important to (among many other things) understand how time works and how handling it incorrectly will break things in the simulation.
See title 👆 Good overview of the last 30 years of game networking knowledge.