A vast resource list covering every side of game development — graphics, engines, audio, academic papers. Unlike Awesome-Game-Analysis’s analysis focus it looks at the build side: it gathers every branch you need to make a game from scratch, not to dissect one.
Game Development
Game development forks two ways: using a ready engine (Unity, Godot) or writing the engine itself. Most people want the first; awesome-godot and MagicTools give the tools, while Game Programming Patterns gives the game-specific code design.
37 links
A resource list for Babylon.js, a 3D game engine for web and native. Unlike Three.js it behaves like an engine rather than a rendering library: physics integration, the Inspector and the Playground come built in.
A resource list for Flame, the game engine for Flutter. Unlike general Flutter lists, it focuses only on game development — Flame plugins, sample games, tutorials.
A community-driven collection of resources on analysing video-game technology — engine internals, graphics techniques, file formats. Unlike game-making courses it looks the other way: not how to build, but working out what is inside shipped games.
Game development for the Game Boy — assemblers, tools and hardware docs. Unlike modern engine lists it focuses on programming constrained retro hardware.
A resource list covering every branch of game development from engines to asset tools. Unlike engine-specific lists it is engine-agnostic — a broad starting map.
Resources for writing the game engine itself, not a game — rendering, physics, ECS. Unlike engine-usage lists it aims at building an engine from scratch.
A list of actively maintained, open-source remakes of classic games. Unlike emulators the game’s engine has been rewritten from scratch — the code is readable.
A list of games that teach a programming language by making games. Unlike dry exercises it ties learning to a game’s progression.
A list of plugins, tutorials and example projects for the open-source Godot engine. Unlike the official docs it gathers the tools and templates the community produced.
Course, book and community resources for learning to make games. Unlike tool lists it offers an ordered path and also covers side crafts like art, audio and design.
A list of libraries and resources for libGDX, the Java game framework that targets desktop, Android, iOS and web from one codebase. Unlike Unity lists, it centres on a code-first framework rather than an editor.
A list of resources and libraries for LÖVE, the Lua-based game engine. Unlike engines with an editor such as Godot, it has none — everything is Lua code; the list gathers the libraries that fill that gap.
A list gathering Minecraft server software, mods, launchers and tools. Unlike the official wiki, it covers the software ecosystem around the game rather than the game itself.
A list of playable games whose source is open. Unlike game stores these are projects whose code you can read to learn how they were made and build on.
A list of libraries and tutorials for OpenGL, the 2D/3D rendering API. Unlike Vulkan it is higher-level and easier to learn — still the most common way into graphics programming.
A list of games and tools for PICO-8, the retro-constrained fantasy console. Unlike general game engines, it has you build within deliberate limits — a 128×128 screen, 16 colours.
A resource list for Vulkan, the low-overhead 3D graphics and compute API. Unlike OpenGL it hands you the work the driver used to do — memory management, synchronisation: faster, but far more verbose.
Rigorous, step-by-step Unity C# tutorial series that reach advanced topics such as a custom render pipeline and procedural meshes. Unlike video tutorials it is written, and explains why the code does what it does at every step.
Formerly Gamasutra — industry articles and game-development postmortems. Unlike gaming news sites it addresses developers rather than players: design, tech and the business side.
Robert Nystrom’s free book on the design patterns that recur in game code. Unlike general design-pattern books its examples are specific to the game loop and performance.
Repository of thousands of CC BY vector icons (SVG/PNG) customizable in browser; focuses on RPG inventory, spells, and combat symbols rather than corporate UI icons.
An MIT-licensed game engine with separately mature 2D and 3D pipelines. Where it parts ways with Unity and Unreal is the licence: no revenue share, no seat fee, no per-install charge — the whole engine is yours.
A comprehensive, well-ordered tutorial teaching modern OpenGL from scratch. Unlike scattered OpenGL resources it is consistent and sequential — each chapter leaves working code the next builds on.
Lightweight desktop voxel art editor with a built-in GPU path-tracing renderer; enables rapid block-based 3D creation compared to complex polygon modeling suites.
A list of tools and resources for game and graphics development — sprites, tiles, audio, level editors. Unlike engine lists it focuses on the helper tools in the production pipeline.
A community library of freely licensed (CC) game art and audio. Unlike single-hand packs such as Kenney’s it comes from many contributors — broad, but stylistically mixed.
Tutorials explaining game-dev maths — A*, hex grids, field of view — through interactive visuals. Unlike textbooks, you watch the algorithm by playing with it on the page.
A site of resources, tutorials and tools for reverse-engineering retro games — source leaks, hardware, decompilation. Unlike general reverse-engineering sites it centres on retro game hardware: it goes into console internals and period toolchains.
A gentle, interactive introduction to fragment shaders (GLSL). Unlike reference docs it shows every concept with a live, editable shader on the page.
The most widely used cross-platform game engine; 2D/3D, mobile and console. Unlike Godot it has a huge asset store and industry ubiquity — most job listings ask for it.