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QuakeCon 2013: The Physics of Light and Rendering - A Talk by John Carmack
Quake changed video games forever | John Carmack and Lex Fridman
Quake 3's frame rate dependent physics
How 1999 Quake 3 Teaches Elite Software Engineering
QUAKE/W Session 7: Fundamentals
Teaching a computer to strafe jump in Quake with reinforcement learning
wespitmaps-hello_copac | 00.15.952 by sminem (CPM) - Quake 3 DeFRaG
Quake Physics
arcticka_mapka | 00.25.432 by old (CPM) - Quake 3 DeFRaG
Half Life 2 vs Quake 4 - Details and Physics Comparison
stealing movement mechanics from source games
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Last Updated: September 28, 2026
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Summary
silly little guy roleplays as smart boy and pretends to write a phd thesis (his research is not nearly sufficient for this prestigious title) ... In this video we will take an in depth look at the fast inverse square root and see where the mysterious number 0x5f3759df comes ... Explanation of how the player movement code in Archival copy of the QuakeCon 2013: The Lex Fridman Podcast full episode: youtube.com/watch?v=I845O57ZSy4 Please support this podcast by checking out ... Version with fixed audio here: youtu.be/P13KmJBNn1c (this video is right-channel only) An explanation of why setting ... This video was sponsored by Brilliant. To try everything Brilliant has to offer—free—for a full 30 days, visit ... Learn about the background and fundamentals of In this video, I use RLLib to train a reinforcement learning agent to strafe jump in the classic video game Nickname: sminem Time: 00.15.952 A devlog explaining how I "borrowed" mechanics from