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Fabien Sanglard

My favorite keyboards The art and engineering of Silpheed Magic the Gathering format: Fun 40 How Michael Abrash doubled Quake framerate Let's compile Quake like it's 1997! Is QSpy still cool? Let's play QuakeWorld! Building a 1997 Quake PC: Benchmarking GLquake Building a 1997 Quake PC: Benchmarking Vquake Building a 1997 Quake PC: Benchmarking Quake Building a 1997 Quake PC! Why WinQuake exists and how it works Quake Engine Indicators How quake.exe got its TCP/IP stack Building my childhood dream PC Why fastDoom is fast Watching sunsets SNES: Sprites and backgrounds rendering How the SNES Graphics System works Carving the Super Nintendo Video System Inside the Super Nintendo cartridges The evolution of the Super Nintendo motherboard The hearts of the Super Nintendo How the DevTeam conquered the iPhone Why Android developers no longer need Windows USB drivers How Apple's Pro Display XDR takes Thunderbolt 3 to its limit The bash book to rule them all 0x4 reasons to write and publish Forty years of programming Exploring Command-line space time Ode to the M1 mDNS Primer Commander Keen: Adaptive Tile Scrolling 10NES Good Vibrations Driving Compilers The Joy of Computer History Books All you may need is HTML Mjolnir A Linux evening... Books update The Book Of CP-System, paper version CCPS: A CPS-1 SDK The Book Of CP-System The Beautiful Diablo 2 Resurrected machine USB Cheat Sheet CPS-1: GFX system internals Street Fighter 2: Sound System Internals Street Fighter 2: Subtile accurate animation Street Fighter 2: Spin when you can't Street Fighter 2: The World Warrier Following Street Fighter 2 paper trails Observing my cellphone switch towers Game Engine Black Book: DOOM, Korean Edition The confusing world of USB The beautiful silent thunderbolt-3 PC These are called opportunities Game Engine Black Book: Wolfenstein 3D, Korean Edition WHEN 13.3 > 14 Switching to Lenovo Carbon X1 Discret 11, the French TV encryption of the 80's A tale of Ghosts'n Goblins'n Crocos Revisiting the postcard pathtracer 0x10 rules An history of NVidia Stream Multiprocessor Revisiting the Businesscard Raytracer The Making Of Stunt Island The Polygons of DOOM: PSX The Polygons of Another World: Jaguar The beautiful machine The Polygons of Another World: GBA The Polygons of Another World: SNES The Polygons of Another World: Genesis The Polygons of Another World: PC DOC The Polygons of Another World: Atari ST The Polygons of Another World: Amiga The Polygons of Another World Strike Commander: Interview with Frank Savage A trip down NBA Jam graphics pipeline Game Engine Black Book update The story of the 3dfx Voodoo 1 The story of the Rendition Vérité 1000 How DOOM fire was made Deciphering the postcard sized raytracer How the Dreamcast copy protection was defeated Game Engine Black Book: DOOM Game Engine Black Book: Wolfenstein 3D, 2nd Edition Bloated Game Engine Black Book Postmortem FizzleFade Game Engine Black Book ReleaseDate Let's compile like it's 1992 Game Engine Black Books Trespasser: Jurassic Park CG Source Code Review Git Source Code Review The Computer Graphics Library Algorithms and Data structures books: One size doesn't fit them all Learning Legendary Hardware Decyphering the Business Card Raytracer More Doom III BFG Documentation Reverse Engineer Strike Commander
Polygon Codec
2011-06-27 · via Fabien Sanglard
Back in the summer of 2009 I was working on a 3D engine that would power my next game: A 3D shoot'em up a la …