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블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
LIGHT SCATTERING WITH OPENGL SHADER SOFTSHADOW WITH GLUT,GLSL AND PCF GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). SECOND REALITY CODE REVIEW PART 1 PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
LET'S COMPILE LIKE IT'S 1992 Let's Compile like it's 1992. I have been tinkering with the vanilla source code of Wolfenstein 3D from 1992. Even though it is more than 20 years old and has rotten for modern systems, you can still compile it if you recreate the environment. HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
12. THE TMS34010 INSTRUCTION SET N N+1 MOVE A3, B2 >FC00 >OC C V N A3 B2 ST SP PC TMS34010 Instruction Set - Addressing Modes Execution Unit Program Memory 31 0 0 15 Figure12-3.
FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
LIGHT SCATTERING WITH OPENGL SHADER SOFTSHADOW WITH GLUT,GLSL AND PCF GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). SECOND REALITY CODE REVIEW PART 1 PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
LET'S COMPILE LIKE IT'S 1992 Let's Compile like it's 1992. I have been tinkering with the vanilla source code of Wolfenstein 3D from 1992. Even though it is more than 20 years old and has rotten for modern systems, you can still compile it if you recreate the environment. HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
12. THE TMS34010 INSTRUCTION SET N N+1 MOVE A3, B2 >FC00 >OC C V N A3 B2 ST SP PC TMS34010 Instruction Set - Addressing Modes Execution Unit Program Memory 31 0 0 15 Figure12-3.
SOFTSHADOW WITH GLUT,GLSL AND PCF Source. main.c VertexShader.glsl FragmentShader.glsl Zipped pack Win32 and macOS X Binaries: Note: Due to a Macos X bug with GLUT (relative path is lost an set to "/" when the app starts), I cannot distribute the binary. Running the sample in XCode is fine. Percentage closer Filtering Percentage closer Filtering is a step forward soft shadows, but don't expect a huge increase of quality HOMOGENEOUS CLIPPING CLIPPING Homogeneous coordinate clipping: Theory. Homogeneous coordinate clipping is the art of clipping in four dimensions avoiding in the process to output a W=0 (division by zero in the next stage of the pipeline). Since the W divide is essentially a projection on the W=1 line, it can be visualized as follow for the couple (the same would go for and ): In the next drawing, we can FIZZLEFADE - FABIEN SANGLARD There is a much faster and more elegant way to implement a pseudo-random value generator. The code responsible for this effect can be found in id_vh.cpp, function FizzleFade. At first, it is not obvious how it works. boolean FizzleFade { long rndval = 1; int x , y ; do { // seperate random value into x/y pair asm mov ax , asm A HISTORY OF NVIDIA STREAM MULTIPROCESSOR A history of NVidia Stream Multiprocessor. I spent last week-end getting accustomed to CUDA and SIMT programming. It was a prolific time ending up with a Business Card Raytracer running close to 700x faster , from 101s to 150ms. This pleasant experience was a good pretext to spend more time on the topic and learn about the evolutionof
DUKE NUKEM 3D: BUILD ENGINE INTERNALS Build powered Duke Nukem 3D and many other successful games such as Shadow Warrior and Blood . Upon release on January 29th, 1996 it obliterated Doom engine with innovative features: Destructible environments. Sloped floor and ceiling. Mirrors. Look up and down. Ability to fly, crouch and go underwater. Voxel objects (only appearedlater in
"ANOTHER WORLD" SOURCE CODE REVIEW "Another World" Code Review. I spent two weeks reading and reverse engineering further the source code of Another World ("Out Of This World" in North America). I based my work on Gregory Montoir's "binary to C++" initial reverse engineering from the DOS executable. HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game DOOM3 BFG SOURCE CODE REVIEW: INTRODUCTION Doom3 BFG Source Code Review: Introduction (Part 1 of 4) >> On November 26, 2012 id Software released the source code of Doom 3 BFG edition (only one month after the game hit the stores). The 10 years old idTech 4 engine has been updated with some of the technology found in idTech 5 (the game engine running Rage) and it was an interestingreading session.
FROM QUATERNION TO MATRIX AND BACK 3. Quaternion to Matrix For the quaternion (x, y, z, w) the corresponding rotation matrix M is defined as follows . 1 - 2y² - 2z² 2xy + 2wz 2xz - 2wy FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
LIGHT SCATTERING WITH OPENGL SHADER OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
A HISTORY OF NVIDIA STREAM MULTIPROCESSOR A history of NVidia Stream Multiprocessor. I spent last week-end getting accustomed to CUDA and SIMT programming. It was a prolific time ending up with a Business Card Raytracer running close to 700x faster , from 101s to 150ms. This pleasant experience was a good pretext to spend more time on the topic and learn about the evolutionof
HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
CRACKING KEVIN MITNICK'S GHOST IN THE WIRE. EDIT (September 11, 2011 1:04am): All codes have been broken, this page is the complete solution to "Ghost in The Wires". Post-mortem : Most of the cryptograms were simple constant ROT and the program I wrote to solve them proved very efficient. The program was inspired by an excellent book by Simon Singh: The Code Book: The Science ofSecrecy
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
LIGHT SCATTERING WITH OPENGL SHADER OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
A HISTORY OF NVIDIA STREAM MULTIPROCESSOR A history of NVidia Stream Multiprocessor. I spent last week-end getting accustomed to CUDA and SIMT programming. It was a prolific time ending up with a Business Card Raytracer running close to 700x faster , from 101s to 150ms. This pleasant experience was a good pretext to spend more time on the topic and learn about the evolutionof
HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
CRACKING KEVIN MITNICK'S GHOST IN THE WIRE. EDIT (September 11, 2011 1:04am): All codes have been broken, this page is the complete solution to "Ghost in The Wires". Post-mortem : Most of the cryptograms were simple constant ROT and the program I wrote to solve them proved very efficient. The program was inspired by an excellent book by Simon Singh: The Code Book: The Science ofSecrecy
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot LIGHT SCATTERING WITH OPENGL SHADER Light scattering with openGL. This article is based on publication which was based on DirectX. In the follwoing, I describe and provide an openGL implementation of the technique allwoing realtime light scattering effect (god's ray). THE CONFUSING WORLD OF USB The confusing world of USB. For decades, my perception of USB was that of a technology both simple and reliable. You plug it and it works. The two first iterations freed PCs from a badly fragmented connector world made of RJ-45 (Ethernet), DA-15 (Joystick), DE-9 (Serial), DIN (PS/2), SCSI, and DB-25 (Parallel). SOFTSHADOW WITH GLUT,GLSL AND PCF Source. main.c VertexShader.glsl FragmentShader.glsl Zipped pack Win32 and macOS X Binaries: Note: Due to a Macos X bug with GLUT (relative path is lost an set to "/" when the app starts), I cannot distribute the binary. Running the sample in XCode is fine. Percentage closer Filtering Percentage closer Filtering is a step forward soft shadows, but don't expect a huge increase of quality THE STORY OF THE RENDITION VÉRITÉ 1000 Rendition Inc, was founded in 1993. Two years later, in 1995, they announced the V1000 architecture which was promptly licensed by four OEMs. The Creative Labs 3D Blaster PCI, the Sierra Screamin' 3D, the Canopus Total 3D, and the Intergraph Reactor were the first to the market followed shortly after by MiRO. Intergraph Reactor. FIZZLEFADE - FABIEN SANGLARD There is a much faster and more elegant way to implement a pseudo-random value generator. The code responsible for this effect can be found in id_vh.cpp, function FizzleFade. At first, it is not obvious how it works. boolean FizzleFade { long rndval = 1; int x , y ; do { // seperate random value into x/y pair asm mov ax , asm THE POLYGONS OF ANOTHER WORLD: SEGA GENESIS This likely resulted in 2 vsync miss and a better framerate than NTSC, close to 16-12fps. Genesis (224 x 176) Amiga (320 x 200) Notice the added facial features and how Lester seems to look more worried. There is a clipping bug at the bottom (Lester right hand). Colors depth difference is noticeable but not an issue. DOOM3 SOURCE CODE REVIEW: INTRODUCTION Doom3 Source Code Review: Introduction (Part 1 of 6) >>. On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine. This time is was the turn of idTech4 which powered Prey, Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game DISCRET 11, THE FRENCH TV ENCRYPTION OF THE 80'S Discret 11, the French TV encryption of the 80's. I spent my childhood in France, playing a lot of soccer and watching way too much TV. In the 80s, there were three channels available. Two of them, Antenne 2 and FR3, were state funded and boring while TF1 was privatized and offered plenty of Japanese cartoons. My generation grew up withCaptain
FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
LIGHT SCATTERING WITH OPENGL SHADER OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). A HISTORY OF NVIDIA STREAM MULTIPROCESSOR A history of NVidia Stream Multiprocessor. I spent last week-end getting accustomed to CUDA and SIMT programming. It was a prolific time ending up with a Business Card Raytracer running close to 700x faster , from 101s to 150ms. This pleasant experience was a good pretext to spend more time on the topic and learn about the evolutionof
HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game CRACKING KEVIN MITNICK'S GHOST IN THE WIRE. EDIT (September 11, 2011 1:04am): All codes have been broken, this page is the complete solution to "Ghost in The Wires". Post-mortem : Most of the cryptograms were simple constant ROT and the program I wrote to solve them proved very efficient. The program was inspired by an excellent book by Simon Singh: The Code Book: The Science ofSecrecy
FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
LIGHT SCATTERING WITH OPENGL SHADER OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). A HISTORY OF NVIDIA STREAM MULTIPROCESSOR A history of NVidia Stream Multiprocessor. I spent last week-end getting accustomed to CUDA and SIMT programming. It was a prolific time ending up with a Business Card Raytracer running close to 700x faster , from 101s to 150ms. This pleasant experience was a good pretext to spend more time on the topic and learn about the evolutionof
HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game CRACKING KEVIN MITNICK'S GHOST IN THE WIRE. EDIT (September 11, 2011 1:04am): All codes have been broken, this page is the complete solution to "Ghost in The Wires". Post-mortem : Most of the cryptograms were simple constant ROT and the program I wrote to solve them proved very efficient. The program was inspired by an excellent book by Simon Singh: The Code Book: The Science ofSecrecy
OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot LIGHT SCATTERING WITH OPENGL SHADER Light scattering with openGL. This article is based on publication which was based on DirectX. In the follwoing, I describe and provide an openGL implementation of the technique allwoing realtime light scattering effect (god's ray). SOFTSHADOW WITH GLUT,GLSL AND PCF Source. main.c VertexShader.glsl FragmentShader.glsl Zipped pack Win32 and macOS X Binaries: Note: Due to a Macos X bug with GLUT (relative path is lost an set to "/" when the app starts), I cannot distribute the binary. Running the sample in XCode is fine. Percentage closer Filtering Percentage closer Filtering is a step forward soft shadows, but don't expect a huge increase of quality THE CONFUSING WORLD OF USB The confusing world of USB. For decades, my perception of USB was that of a technology both simple and reliable. You plug it and it works. The two first iterations freed PCs from a badly fragmented connector world made of RJ-45 (Ethernet), DA-15 (Joystick), DE-9 (Serial), DIN (PS/2), SCSI, and DB-25 (Parallel). THE STORY OF THE RENDITION VÉRITÉ 1000 Rendition Inc, was founded in 1993. Two years later, in 1995, they announced the V1000 architecture which was promptly licensed by four OEMs. The Creative Labs 3D Blaster PCI, the Sierra Screamin' 3D, the Canopus Total 3D, and the Intergraph Reactor were the first to the market followed shortly after by MiRO. Intergraph Reactor. FIZZLEFADE - FABIEN SANGLARD There is a much faster and more elegant way to implement a pseudo-random value generator. The code responsible for this effect can be found in id_vh.cpp, function FizzleFade. At first, it is not obvious how it works. boolean FizzleFade { long rndval = 1; int x , y ; do { // seperate random value into x/y pair asm mov ax , asm HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: SEGA GENESIS This likely resulted in 2 vsync miss and a better framerate than NTSC, close to 16-12fps. Genesis (224 x 176) Amiga (320 x 200) Notice the added facial features and how Lester seems to look more worried. There is a clipping bug at the bottom (Lester right hand). Colors depth difference is noticeable but not an issue. DOOM3 SOURCE CODE REVIEW: INTRODUCTION Doom3 Source Code Review: Introduction (Part 1 of 6) >>. On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine. This time is was the turn of idTech4 which powered Prey, Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to DISCRET 11, THE FRENCH TV ENCRYPTION OF THE 80'S Discret 11, the French TV encryption of the 80's. I spent my childhood in France, playing a lot of soccer and watching way too much TV. In the 80s, there were three channels available. Two of them, Antenne 2 and FR3, were state funded and boring while TF1 was privatized and offered plenty of Japanese cartoons. My generation grew up withCaptain
FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
LIGHT SCATTERING WITH OPENGL SHADER OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). A HISTORY OF NVIDIA STREAM MULTIPROCESSOR A history of NVidia Stream Multiprocessor. I spent last week-end getting accustomed to CUDA and SIMT programming. It was a prolific time ending up with a Business Card Raytracer running close to 700x faster , from 101s to 150ms. This pleasant experience was a good pretext to spend more time on the topic and learn about the evolutionof
HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game CRACKING KEVIN MITNICK'S GHOST IN THE WIRE. EDIT (September 11, 2011 1:04am): All codes have been broken, this page is the complete solution to "Ghost in The Wires". Post-mortem : Most of the cryptograms were simple constant ROT and the program I wrote to solve them proved very efficient. The program was inspired by an excellent book by Simon Singh: The Code Book: The Science ofSecrecy
FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
LIGHT SCATTERING WITH OPENGL SHADER OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). A HISTORY OF NVIDIA STREAM MULTIPROCESSOR A history of NVidia Stream Multiprocessor. I spent last week-end getting accustomed to CUDA and SIMT programming. It was a prolific time ending up with a Business Card Raytracer running close to 700x faster , from 101s to 150ms. This pleasant experience was a good pretext to spend more time on the topic and learn about the evolutionof
HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game CRACKING KEVIN MITNICK'S GHOST IN THE WIRE. EDIT (September 11, 2011 1:04am): All codes have been broken, this page is the complete solution to "Ghost in The Wires". Post-mortem : Most of the cryptograms were simple constant ROT and the program I wrote to solve them proved very efficient. The program was inspired by an excellent book by Simon Singh: The Code Book: The Science ofSecrecy
OBSERVING MY CELLPHONE SWITCH TOWERS Observing my cellphone switch towers. One of my favorite books is 2013 "High Performance Browser Networking" by Ilya Grigorik. Besides a wealth of actionable advice, the book is illustrated with captivating real life stories. Whenever a Pandora user plays a song, the entire music file is streamed by the application from the network in one shot LIGHT SCATTERING WITH OPENGL SHADER Light scattering with openGL. This article is based on publication which was based on DirectX. In the follwoing, I describe and provide an openGL implementation of the technique allwoing realtime light scattering effect (god's ray). SOFTSHADOW WITH GLUT,GLSL AND PCF Source. main.c VertexShader.glsl FragmentShader.glsl Zipped pack Win32 and macOS X Binaries: Note: Due to a Macos X bug with GLUT (relative path is lost an set to "/" when the app starts), I cannot distribute the binary. Running the sample in XCode is fine. Percentage closer Filtering Percentage closer Filtering is a step forward soft shadows, but don't expect a huge increase of quality THE CONFUSING WORLD OF USB The confusing world of USB. For decades, my perception of USB was that of a technology both simple and reliable. You plug it and it works. The two first iterations freed PCs from a badly fragmented connector world made of RJ-45 (Ethernet), DA-15 (Joystick), DE-9 (Serial), DIN (PS/2), SCSI, and DB-25 (Parallel). THE STORY OF THE RENDITION VÉRITÉ 1000 Rendition Inc, was founded in 1993. Two years later, in 1995, they announced the V1000 architecture which was promptly licensed by four OEMs. The Creative Labs 3D Blaster PCI, the Sierra Screamin' 3D, the Canopus Total 3D, and the Intergraph Reactor were the first to the market followed shortly after by MiRO. Intergraph Reactor. FIZZLEFADE - FABIEN SANGLARD There is a much faster and more elegant way to implement a pseudo-random value generator. The code responsible for this effect can be found in id_vh.cpp, function FizzleFade. At first, it is not obvious how it works. boolean FizzleFade { long rndval = 1; int x , y ; do { // seperate random value into x/y pair asm mov ax , asm HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: SEGA GENESIS This likely resulted in 2 vsync miss and a better framerate than NTSC, close to 16-12fps. Genesis (224 x 176) Amiga (320 x 200) Notice the added facial features and how Lester seems to look more worried. There is a clipping bug at the bottom (Lester right hand). Colors depth difference is noticeable but not an issue. DOOM3 SOURCE CODE REVIEW: INTRODUCTION Doom3 Source Code Review: Introduction (Part 1 of 6) >>. On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine. This time is was the turn of idTech4 which powered Prey, Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to DISCRET 11, THE FRENCH TV ENCRYPTION OF THE 80'S Discret 11, the French TV encryption of the 80's. I spent my childhood in France, playing a lot of soccer and watching way too much TV. In the 80s, there were three channels available. Two of them, Antenne 2 and FR3, were state funded and boring while TF1 was privatized and offered plenty of Japanese cartoons. My generation grew up withCaptain
FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
SOFTSHADOW WITH GLUT,GLSL AND PCF LIGHT SCATTERING WITH OPENGL SHADER SECOND REALITY CODE REVIEW PART 1 DOOM3 SOURCE CODE REVIEW: RENDERER Doom3 Source Code Review: Renderer (Part 3 of 6) >>. idTech4 renderer features three key innovations: "Unified Lighting and Shadows": The level faces and the entities faces go through the same pipeline and shaders. "Visible Surface Determination": A portal system allows VSD to be performed at runtime: No more PVS. "Multi-pass Rendering". PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
DOOM3 SOURCE CODE REVIEW: INTRODUCTION HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game FABIEN SANGLARD'S WEBSITEFABIEN SANGLARD'S WEBSITEEMAILRSSDOOM 3 CODE REVIEWQUAKE 3 CODE REVIEW Fabien Sanglard's Website. 15/05/2021: Observing my cellphone switch towers. 05/04/2021: 게임 엔진 블랙 북: 둠. 10/01/2021: The Confusing World of USB. 22/12/2020: The Beautiful Silent TB3 PC. 12/11/2020: These are called opportunities. 30/10/2020: 게임 엔진블랙 북 :
SHADOWMAPPING WITH GLUT AND GLSL Code explanation. This is the rawest form of shadow mapping: Rendering is done offscreen via FBO. There is no fallback using glCopyTexSubImage2D as I assumed that any GPU with support for GLSL would also support FBOs. There is no "hidden" mechanisms in the shader. Function used for lookup is texture2D and the W divide is donemanually.
SOFTSHADOW WITH GLUT,GLSL AND PCF LIGHT SCATTERING WITH OPENGL SHADER SECOND REALITY CODE REVIEW PART 1 DOOM3 SOURCE CODE REVIEW: RENDERER Doom3 Source Code Review: Renderer (Part 3 of 6) >>. idTech4 renderer features three key innovations: "Unified Lighting and Shadows": The level faces and the entities faces go through the same pipeline and shaders. "Visible Surface Determination": A portal system allows VSD to be performed at runtime: No more PVS. "Multi-pass Rendering". PRACTICAL SIMD PROGRAMMING Into the Mud If you are a C++ programmer, you are probably familiar with the basic types: char, short, int, float, and so on. Each of these have specific sizes: 8 bits for a char, 16 for short, 32 for intand float.
DOOM3 SOURCE CODE REVIEW: INTRODUCTION HOW THE DREAMCAST COPY PROTECTION WAS DEFEATED Before describing how pirates managed to copy games, we need to understand the boot sequence. The Dreamcast had no operating system. A common misconception is that it ran Windows CE but in fact Microsoft's OS was only an optional static library which Dreamcast developers could link against in order to use DirectX, DirectInput, andDirectSound .
THE POLYGONS OF ANOTHER WORLD: GAME BOY ADVANCE Game Boy Advance. In 1989, Nintendo released a handheld console named "Game Boy". The modest specs of the machine made of a weak 8-bit Sharp LR35902 CPU, four greenscale display, and no back-light did not scare away customers. It became a worldwide phenomenon able to outsell competitors with seemingly superior technology such as the Sega Game SOFTSHADOW WITH GLUT,GLSL AND PCF Source. main.c VertexShader.glsl FragmentShader.glsl Zipped pack Win32 and macOS X Binaries: Note: Due to a Macos X bug with GLUT (relative path is lost an set to "/" when the app starts), I cannot distribute the binary. Running the sample in XCode is fine. Percentage closer Filtering Percentage closer Filtering is a step forward soft shadows, but don't expect a huge increase of quality THE CONFUSING WORLD OF USB The confusing world of USB. For decades, my perception of USB was that of a technology both simple and reliable. You plug it and it works. The two first iterations freed PCs from a badly fragmented connector world made of RJ-45 (Ethernet), DA-15 (Joystick), DE-9 (Serial), DIN (PS/2), SCSI, and DB-25 (Parallel). LIGHT SCATTERING WITH OPENGL SHADER Light scattering with openGL. This article is based on publication which was based on DirectX. In the follwoing, I describe and provide an openGL implementation of the technique allwoing realtime light scattering effect (god's ray). GAME ENGINE BLACK BOOK DOOM Game Engine Black Book DOOM. The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA, France, UK, and many more). - Google Books ( here with no DRM). FIZZLEFADE - FABIEN SANGLARD There is a much faster and more elegant way to implement a pseudo-random value generator. The code responsible for this effect can be found in id_vh.cpp, function FizzleFade. At first, it is not obvious how it works. boolean FizzleFade { long rndval = 1; int x , y ; do { // seperate random value into x/y pair asm mov ax , asm A HISTORY OF NVIDIA STREAM MULTIPROCESSOR A history of NVidia Stream Multiprocessor. I spent last week-end getting accustomed to CUDA and SIMT programming. It was a prolific time ending up with a Business Card Raytracer running close to 700x faster , from 101s to 150ms. This pleasant experience was a good pretext to spend more time on the topic and learn about the evolutionof
"ANOTHER WORLD" SOURCE CODE REVIEW "Another World" Code Review. I spent two weeks reading and reverse engineering further the source code of Another World ("Out Of This World" in North America). I based my work on Gregory Montoir's "binary to C++" initial reverse engineering from the DOS executable. LET'S COMPILE LIKE IT'S 1992 Let's Compile like it's 1992. I have been tinkering with the vanilla source code of Wolfenstein 3D from 1992. Even though it is more than 20 years old and has rotten for modern systems, you can still compile it if you recreate the environment. CRACKING KEVIN MITNICK'S GHOST IN THE WIRE. EDIT (September 11, 2011 1:04am): All codes have been broken, this page is the complete solution to "Ghost in The Wires". Post-mortem : Most of the cryptograms were simple constant ROT and the program I wrote to solve them proved very efficient. The program was inspired by an excellent book by Simon Singh: The Code Book: The Science ofSecrecy
QUAKE 3 SOURCE CODE REVIEW: VIRTUAL MACHINE Quake 3 Source Code Review: Virtual Machine (Part 4 of 5) >>. If previous engines delegated only the gameplay to the Virtual Machine, idtech3 heavily rely on them for essential tasks. Among other things: Rendition is triggered from the Client VM. The lag compensation mechanism is entirely in the Client VM. Moreover their design is muchmore
FABIEN SANGLARD'S WEBSITE ------------------------- ABOUT EMAIL RSSDONATE
Fabien Sanglard's Website ------------------------- This is my personal website, you can find here most of the code and ideas I came up with during my extra-professional time.Articles
------------------------- 12/11/2020: These are called opportunities 30/10/2020: 게임 엔진 블랙 북 : 울펜슈타인 3D 12/10/2020: When 13.3 > 14 10/02/2020: Thinkpad Carbon X1: First hour 07/06/2020: Discret 11 30/05/2020: A tale of Ghosts'n Goblins'n Crocos 18/05/2020: Revisiting the postcard pathtracer 07/05/2020: 0x10 rules 02/05/2020: A history of Nvidia SM 01/05/2020: Revisiting the Business Card Raytrace 21/04/2020: The Making Of Stunt Island 26/03/2020: The Polygons of Doom: PSX 13/03/2020: Another World: Jaguar 05/03/2020: The Beautiful Silent PC 26/01/2020: Another World: GBA 19/01/2020: Another World: SNES 08/01/2020: Another World: Sega Genesis 04/01/2020: Another World: IBM PC 03/01/2020: Another World: Atari ST 02/01/2020: Another World: Amiga 01/01/2020: Another World Polygons 03/12/2019: Strike Commander: Frank Savage 28/10/2019: A trip down NBA Jam graphics pipeline 17/05/2019: Game Engine Black Books update 04/04/2019: The story of the 3dfx Voodoo 1 01/04/2019: The story of the Rendition V1000 28/12/2018: How DOOM fire was made 24/12/2018: Postcard sized path tracer 11/12/2018: Dreamcast Copy Protection Internals 10/12/2018: Black Book: DOOM 06/12/2018: Black Book: Wolfenstein 3D, 2nd Ed23/09/2018: Bloated
07/09/2017: Game Engine Black Book PostMortem 29/08/2017: Floating Point Visually Explained 28/09/2017: FizzleFade 07/08/2017: Game Engine Black Book Release Date 10/08/2014: Let's compile like it's 1992 07/08/2014: Game Engine Black Books 10/06/2014: Trespasser CG Source Code Review 30/03/2014: GIT Source Code Review 12/03/2014: The Computer Graphics Library 13/02/2014: Good Algorithms books 22/01/2014: Reverse Engineering Strike Commander 07/10/2013: Learning Legendary Hardware 20/09/2013: Decyphering Business Card Raytracer 31/08/2013: More Doom III BFG Documentation 16/08/2013: Second Reality Code Review 14/06/2013: Prince Of Persia Code Review 23/05/2013: Doom3 BFG Code Review 14/02/2013: Duke Nukem 3D Code Review 15/01/2013: The best Tech books 25/12/2012: Game timers: Issues and solutions 31/07/2012: Oculus RIFT development 30/06/2012: Quake 3 Code Review 08/06/2012: Doom 3 Code Review 09/05/2012: Solving Kevin Mitnick Paperback 22/04/2012: Be A Donor 17/03/2012: SSD experience 23/02/2012: Shmup Android 23/12/2011: Another World Code Review 25/10/2011: Doom3 on Mac OS X 15/11/2011: Progressive playback 16/09/2011: Quake 2 Code Review 08/09/2011: Solving Kevin Mitnick 15/07/2011: Hacker Monthly publication 30/06/2011: SHMUP Source Code 26/06/2011: Polygon Codec 28/04/2011: dEngine Source Code 21/02/2011: 60 fps videos from iPhone 02/02/2011: To become a C God 19/12/2010: SHMUP Lite 11/12/2010: Fillrate issues19/10/2010: SHMUP
11/05/2010: Tracing the baseband 26/03/2010: Fluid saga continues... 01/02/2010: Doom iPhone Code review 13/01/2010: Doom Source Code review 31/12/2009: Assembly with Mac OS X 03/12/2009: Apple Tech Talk 2009 19/10/2009: iPhone 3D engine 14/10/2009: Armadillo Space 20/04/2009: Wolfenstein 3D for iPhone code review15/04/2009: Fluide
19/03/2009: Bumping Hell 09/03/2009: Quake code review 14/02/2009: Soft shadows VSM 14/02/2009: Soft shadows PCF 14/02/2008: Shadow Mapping 25/11/2008: Light scattering 19/10/2008: Never Give Up 10/08/2008: Java OBJ Loader 06/06/2008: Prototyp 10/03/2008: RayTracing09/03/2008: Water
08/03/2008: Tunnel
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