Brett Gildersleeve and Patrick Kenney - Applications of Dijkstra Maps in Roguelikes
Brett and Patrick talk theory and implementation of Dijkstra maps for pathfinding and other applications. Both have made various seven day roguelikes, including Rogue Space Marine (Brett) and Billiard Dungeon (Patrick).

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Procedurally Generating History in Caves of Qud

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Brian Bucklew - AI in Qud and Sproggiwood

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Bob Nystrom - Is There More to Game Architecture than ECS?

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Proc gen & gameplay - Brian Walker

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Dijkstra's Algorithm - Computerphile

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Math for Game Programmers: Juicing Your Cameras With Math

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I Gave ChatGPT a Body

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Get your game done: Experiences through the development of 13 roguelikes - Santiago Zapata

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He Once Worked at Subway. At 58, He Solved An "Impossible" Problem

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Level Up Your Game: The Untapped Potential of Roguelikes

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Something is jamming GPS over Europe. Here's what we found

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A* Pathfinding (E01: algorithm explanation)

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How Rockstar fit an entire city into PlayStation 2 memory

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Josh Ge - How to Make a Roguelike

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EPC2016 | Cyclic Dungeon Generation | Joris Dormans

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End-to-End Procedural Generation in Caves of Qud

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Creator of C++: Bell Labs, Negative Overhead Abstraction, Mistakes | Bjarne Stroustrup

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Narrative Sorcery: Coherent Storytelling in an Open World

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But what is quantum computing? (Grover's Algorithm)

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