Mike Anderson

Mike Anderson

Views:
72,001
Subscribers:
517
Videos:
456
Duration:
47:01:59:09
Austria
Austria

Mike Anderson is an Austrian YouTube channel which has 517 subscribers, publishing 456 videos which altogether total more than 72 thousand views.

Created on ● Channel Link: https://www.youtube.com/channel/UCjGHzmhz4nkBwFJuaN9BcNw





Top 200 Most Controversial Videos by Mike Anderson


Video TitleRatingCategoryGame
101.[C++] ASCII Game Jam | Pacman | Setup0
102.[VCV2/Ableton] The Lazarus Effect0
103.[OpenGL] Implementing Resource Manager for Vega0
104.[OpenGL] Another minimal attempt0
105.[OpenGL] Vega Engine | Model Loading0
106.[OpenGL] Prototyping Vega Engine0
107.[C++] Volt Engine0
108.[RUST] As Backend0
109.[Java] SpigotMC | Creating A Minecraft Plugin0
110.[Unity] Developing 2D Pixel Shader0
111.[C++] ASCII Game Jam | Pacman | Rasterizing0
112.[VCV/Ableton] Wicked Drum And Bass0
113.[UE5/C++] The Ratchet And Clank Project0Unreal
114.[C++/OpenGL] Physics Engine Impl & Cleanup0
115.[C++] Command Line & Conquer | Rewriting The Renderer0
116.[C/OpenGL] Wireframe World & Audio0
117.[VCV2/Ableton] DOOM (2016) OST | Main Menu0
118.[UE5/C++] Enemy AI0Unreal
119.[OpenGL] Prototyping Vega Engine0
120.Compute Shader and Instancing [C/Vulkan]0
121.[UE4] 3D Pathfinding | Flow-Maps0
122.[C/C++] Windows Kernel Driver IO0
123.[Unity] Developing 2D Game0
124.[UE5/C++] Weapon Camera Alignment0
125.[C++/OpenGL] GPU Boids Path Following0
126.[C++20/MSVC] Variadic ... Dispatching0
127.[C++] Command Line & Conquer | Rewriting The Renderer0
128.[C++/OpenGL] VAO - Buffer Layout Structuring0
129.[CUDA/OGL] Ray Tracing Refactoring Engine Code0
130.[Vulkan] Meson Engine | Core Implementation0
131.[Unity] Developing 2D Game AI0
132.[C++] Dead Space 3 DLL Injection | Parsing Process Memory0
133.[UE5/C++] Drunkard's Walk0
134.[WebGL] Typescript Type Matching & Shader Templates0
135.[C++/OpenGL] Redshift Asset Database0
136.[Vulkan] Meson Engine0
137.Doom Eternal Nightmare Only0Doom Eternal
138.[OpenGL] Vega Refactoring0
139.[C++/OpenGL] Single Header Engine0
140.[OpenGL] Standardising Vega Engine0
141.[OpenGL] Abstracting VEGA even more0
142.[Unity] Developing Games with Shader-Graph0
143.[Radare] Analyzing Dead Space 30
144.[C++] Command Line & Conquer | Rewriting The Renderer0
145.[Linux] Converting GLSL raytracer into C++0
146.Dark Industrial Techno0
147.[Unity] Visualizing Raytracing Schwarzschild-Radius0
148.[Vegas] Soul Eater AMV - Kishin Asura VS Death0
149.[C++20/OpenGL] GLM Impl & Gizmo Calls0
150.Writing a vulkan engine in plain ANSI C990
151.[C++] Volt Engine0
152.[PHP] Scraping VST extensions0
153.[C++/OpenGL] 2D Depth/Stencil Blur0
154.[Vulkan] Meson Engine | Core Implementation0
155.[Tensorflow] CNN | Preparing Some MNIST Training Tensors0
156.[C++/OpenGL] Random Sprite Maps0
157.[OpenGL] Vega Engine | Framebuffers0
158.[Vulkan] Installation & Setup0
159.[Vulkan] Meson Engine | Core Implementation0
160.[UE5/C++] Enemy Attack Behaviors && Foot IK0Unreal
161.[OpenGL] Abstracting Vega ImGui0
162.[OpenGL] Building Dependencies with CMake0
163.[C++20/MSVC] Variadic ... Dispatching0
164.[OpenGL] Another minimal attempt0
165.[UE5/C++] Weapon Hand Alignment0Unreal
166.VCV Rack - DnB0
167.[C++] Command Line & Conquer | Layering0
168.[C++/OpenGL] Redshift Scene Serialization0
169.Ableton++0
170.[C++] Command Line & Conquer | Creating the Context0
171.[Vulkan] Installation & Setup0
172.[UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch0
173.[CUDA/OGL] Ray Tracing0
174.[C++] Command Line & Conquer | Linux Input Event Handling0
175.[VCV2/Ableton] Hell For The Company0
176.[OpenGL] Abstracting Vega again & again...0
177.[Linux] Creating c++ terminal games from scratch0
178.[UE5/C++] State Machines0
179.[CUDA] Pathtracing SDF0
180.VCV Rack - Massive Demonic Ambient Presence0
181.[C++20/OpenGL] Matrix Transformations0
182.[UE5/C++] Advanced Dungeon Generator | Kernel Rules0
183.[C++] Buffered Geometry Cubes0
184.[C++] Dead Space 3 DLL Injection0Dead Space 3
185.[UE5/C++] Enemy AI0
186.[OpenGL] Vega Engine | ImGUI0
187.[Vulkan] Meson Engine | Core Implementation0
188.[RUST] As Backend | Setting Up Docker Images0
189.[Linux] Converting GLSL raytracer into C++0
190.[Doom] Shitty graphics0
191.[Linux] Converting GLSL raytracer into C++0
192.Writing a vulkan engine in plain ANSI C990
193.[OpenGL] Engine code refactoring | Removing the STL0
194.[Linux] Creating terminal escape sequence renderer0
195.[UE5/C++] Weapon Camera Alignment0
196.[OpenGL] Prototyping Vega Engine0
197.Anime Time0
198.[C++/OpenGL] GBuffer Validation & Procedural Paths0
199.[UE5/C++] Root Motion0
200.[UE5/C++] Foot Sync | Hand IK0Unreal