System Programming
Resources discussing low-level programming tasks not directly related to graphics and game programming, but that are often crucial for building graphics systems and game engines
This talk uses the primitives supplied by C++14 to build a simple task system. It discussing the issues with usage of mutexes for shared data and introducing concurrent queues and thread pools
This book is a fabulous read to get a deeper understanding of what data-oriented design is about. It goes beyond the often-mentioned cache misses, SOA, ECS, or anti-OOP rants.
A series of articles talking about custom memory allocators, starting from the simple arena allocators, to more complicated ones like the stack allocators, pool allocators, free list allocators, and finally buddy allocators.
Talks about the design and multithreaded renderer architecture for the game Destiny