Personal Blogs
Mike Acton
Johan Andersson
Ryan Evans
Tom Forsyth
Fabian Giesen
Simon Green
Jon Greenberg
Shawn Hargreaves
Stephen Hill
Naty Hoffman
Keith Judge
Brian Karis
Sébastien Lagarde
Miles Macklin
Tom Madams
Steve McAuley
Emil Persson
Nick Porcino
Aras Pranckevičius
Iñigo Quílez
Marco Salvi
Brian Sharp
Brian Sharpe
Forrest Smith
Francisco Tufró
Andre Weissflog
Web Resources
Rendering
Physically Based Shading in Theory and Practice (2013)
Physically Based Shading in Theory and Practice (2012)
Real-Time Rendering
Shadertoy
Game Development
Math and Geometry
Dan Sunday – Geometric Algorithms
Thomas Funkhouser – Ray Casting
scratchapixel
Dev Studio Publications
Bungie
Dice
Double Fine – Broken Age Backer Forums
Naughty Dog
Valve
Compiler Design
Conferences
Books
Programming
Real-Time Rendering (Third Edition)
Game Engine Architecture
Physically Based Rendering
3D Math Primer for Graphics and Game Development
Real-Time Collision Detection
The Art of Multiprocessor Programming
The Definitive ANTLR 4 Reference
Leadership and Management
Team Leadership in the Game Industry
How to Lead (3rd Edition)
Difficult Conversations: How to Discuss What Matters Most
The Mythical Man-Month: Essays on Software Engineering