GetIntoGameDev

GetIntoGameDev

Views:
674,147
Subscribers:
15,700
Videos:
826
Duration:
9:03:24:12
Australia
Australia

GetIntoGameDev is an Australian content creator on YouTube with more than 15.7 thousand subscribers, with his content totaling more than 674.15 thousand views views across 826 videos.

Created on ● Channel Link: https://www.youtube.com/channel/UCMwKAqQBd4vBTkoR2UwHtVw





Top 500 Most Viewed Videos by GetIntoGameDev


Video TitleViewsCategoryGame
401.Preview: Vulkan Software Rendering374
402.Realtime Ray Tracing with Python 11: Acceleration Structures373
403.Planning my master's degree370
404.Vulkan with C++ 22: Indexed Drawing370
405.Gameplay Programming 3: Collisions367
406.Linear Algebra for Game Development 2: Vector Dot Product365
407.Multithreaded CPU Ray Tracer365
408.OpenGL Shader Programming 8: Quad Tessellation364
409.OpenGL with Python 4: Textures and Cubemaps (Graphics Programming Masterclass Week 4)363
410.WGPU for beginners 4: Vertex Buffers362
411.OpenGL with Python Tutorial 11.2: Third person camera part 2362
412.An Overview of Data Oriented Design361
413.Metal with SwiftUI: Cubemaps360
414.(Preview of Members Video) Heat Haze Effect in OpenGL359
415.Nak's Quest Devlog: Everything is a state machine!358
416.My new year's resolutions for 2025 (and beyond?)357
417.C++ For Game Developers: Unique Pointers357
418.Vulkan Tutorial 27: Push Constants (deprecated)357
419.What's on the horizon for my Vulkan tutorials?354
420.Realtime Raytracing Motion Blur Test353
421.Vulkan with C++, Stage 9: Shader Objects353
422.Devlog 0: Homeless emo kid starts a game company350
423.WGPU for beginners 2: making a blank screen (glfw)349
424.Vulkan with Python 07: Window Surface Creation349
425.Nak volumetric lighting test348
426.Game Development in Rust: Teeko Game Phase One348
427.Game Development in Rust: Message Queues347
428.WebGPU Realtime Raytracing: Reflections346
429.OpenGL Oversimplified: Draw Modes346
430.High Performance Code: CPU Ray Tracing Take Two346
431.WGPU for beginners 8: Transforms345
432.Realtime Raytracing: Refractions340
433.OpenGL with C++: Coding Project 1 (Timelapse)339
434.The hardest part of learning programming | Channel update339
435.PyOpenGL RayCasting: optimizing the raycaster338
436.Gameplay Programming 5: Static Geometry336
437.Minimal OpenGL Linux Project335
438.OpenGL with C++: Instanced Rendering334
439.OpenGL with Python Tutorial 7 Phong Lighting (deprecated)334
440.Devlog 3: Trust me, I'm an Engineer!333
441.Skeletal Animation: Simple Skeleton332
442.Vulkan with C++, Stage 15: Swapchain Recreation328
443.A light introduction to OBJ models (PyOpenGL)328
444.Making a Vulkan cmake project in macOS328
445.Concurrent Programming: Series Introduction326
446.Vulkan with Python 05: Queue Families326
447.Game Engine Architecture in PyGame: Dynamic Optimisations326
448.September 2024 Update325
449.Vulkan Tutorial 21: Depth Buffering (deprecated)325
450.Metal with SwiftUI: Instanced Rendering325
451.pygame for beginners 1: chilled long form coding session324
452.WebGPU for Beginners: Alpha Blending323
453.Vulkan with Python 11: Graphics Pipeline Creation322
454.Vulkan Tutorial 18: 3D Perspective (deprecated)322
455.Vulkan with C++, Stage 4: Physical Device Selection317
456.Learning skills saved me | Building a skill stack315
457.Metal with SwiftUI: Vertex and Index Buffers315
458.Realtime Raytracing in Python: Textures314
459.Vulkan with Python 09: Image Views312
460.Vulkan Tutorial 25: Refactoring (deprecated)312
461.Vulkan with Python 22: Indexed Drawing309
462.Data Oriented Design: Managed Arrays307
463.Subscriber Projects Volume 1306
464.Linear Algebra for Game Development 3: Vector Projection305
465.November update305
466.OpenGL with Python: Transformation Matrices304
467.OpenGL with C++ 4: Textures303
468.Making a simple level editor with PyQt6303
469.Realtime Ray Tracing with Python 12: Soft Shadows302
470.OpenGL with Python: Let's make a Buffer!302
471.Back in Bangkok | Pygame goes global!301
472.Gamedev Project 2: Planning301
473.Pygame Summer Camp: Sugar Smash (Full course)301
474.Vulkan with C++, Stage 27: Fragment Shader Emulation300
475.Vulkanised 2023 day two recap300
476.The joy of ray tracing299
477.OpenGL with C++: Setting up the Environment in Visual Studio299
478.Footage from my Early Days learning OpenGL299
479.Vulkan Tutorial 08: Image Views (deprecated)296
480.Concurrent Programming: Taskflow296
481.Let's make Wolfenstein in Python! 5/24: The Raycasting Algorithm296
482.Nak animation test296
483.OpenGL Shader Programming 3: Subroutines296
484.Gameplay Programming 4: Camera Collisions295
485.Maths for Game Development: Examples of the Dot Product295
486.OpenGL with C++ 7: Loading Models294
487.I want to have a positive influence on the world.294
488.Data Oriented Design: Creating and Deleting Objects294
489.OpenGL Shader Programming 6: Silhouette Effect294
490.what I've been up to291
491.WebGPU for Beginners: Framebuffers290
492.Data Oriented Design: Parallel Programming290
493.Maths for Game Development: Fast Matrix-Vector Multiplication with SIMD288
494.Nak's Quest Devlog: Dynamic Camera | Multithreading287
495.WebGPU Realtime Raytracing: General Transforms284
496.November update 2284
497.UML for Game Development: Gantt Charts282
498.Vulkan Tutorial 09: Programmable Graphics Pipeline Stages (deprecated)282
499.macOS Metal with C++ 6: Perspective Projection282
500.Bresenham's line algorithm281