Fabien Sanglard
Chronicles of software wizardry
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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
How Stunt Island from IBM PC was programmed back in 1992!
The Polygons of DOOM: PSX
How DOOM was implemented on PlayStation 1!
The Polygons of Another World: Jaguar
How Another World was implemented as a passion project on Jaguar!
The beautiful machine
20 years later, I have built an other PC!
The Polygons of Another World: GBA
How Another World was implemented on Game Boy Advance!
The Polygons of Another World: SNES
How Another World was implemented on Super Nintendo!
The Polygons of Another World: Genesis
How Another World was implemented on Sega Genesis/Megadrive!
The Polygons of Another World: PC DOC
How Another World was implemented on PC DOS!
The Polygons of Another World: Atari ST
How Another World was implemented on Atari ST!
The Polygons of Another World: Amiga
How Another World was implemented on Amiga!
The Polygons of Another World
Let's kick off the year with a series about Another World!
Strike Commander: Interview with Frank Savage
There is a playful way to study the architecture of computers of the past. Find a piece of software you know well and try to find out how it was ported to these machine you don't...
A trip down NBA Jam graphics pipeline
I took some time to study how NBA Jam arcade cabinet worked. Here is what I learned.
Game Engine Black Book update
The Game Engine Black Books have been updated. Free pdfs, high-quality prints, and source code are available.
The story of the 3dfx Voodoo 1
The story of how the 3dfx Voodoo 1 which ruled 3D gaming from 1996 to 1998.
The story of the Rendition Vérité 1000
The story of how the Rendition v1000 briefly rule the Quake world.
How DOOM fire was made
How the playstation and Nintendo 64 version of DOOM implemented fire.
Deciphering the postcard sized raytracer
How Andrew Kensler did it again and authored a breathtaking path tracer fitting on a postcard.
How the Dreamcast copy protection was defeated
How the Dreamcast copy protection was defeated!