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Fabien Sanglard

SHMUP Lite


I have decided to release a free version of "SHMUP". It is called "SHMUP Lite" and the only limitation is that you can only play the first level for free, if you want to continue further you have to go for the full version.

Beej's Bit Bucket

m4 Macros and CSS

Use the unholy m4 macro processor with CSS. Or not.

Fabien Sanglard

All about the fillrate


I bought "Blade infinity" yesterday. The game is a lot of fun and has the ability to satisfy both people looking for instant fun and people wishing for a long game while collecting powerful items. At $5.99 it is a bargain, a must have not only for the gameplay but also for its graphical breakthrough, just like Rage HD.

The game programmer in me really wanted to understand the engine and I was especially interested to see the game being released as a universal binary running on iPhone 3GS, iPhone4 and iPad. Those three devices have different capabilities but down the line it is often about managing the fillrate.

Beej's Bit Bucket

HTML canvas <tt>globalCompositeOperation</tt>

Simulate a scratcher or scratch-off in-browser using HTML.

Eric Migicovsky's Blog RSS Feed

inPulse tumblr - ah memories

Fabien Sanglard

Tracing the baseband


I was reading an article on planetbeing's blog the other day and my curiosity was tipped off when he mentioned that phones don't run only one operating system but two. I decided to learn a bit how all this really works and here are my notes with the source code associated. Hopefully it will help someone investigating the subject..

Eric Migicovsky's Blog RSS Feed

Interview on Crackberry

2025 Note - Kevin from Crackberry was the first person in the press who covered us! The timeline was crazy - I sent him this email and he…

Beej's Bit Bucket

Parallel Programming with OpenMP

Intro that includes a link to my OpenMP-enabled Mandelbrot set generator.

Beej's Bit Bucket

Adobe AIR

Very very short getting-started document.

Beej's Bit Bucket

Image Interlacing

Beej's Bit Bucket

HTML5 Canvas Part II: Pixel Manipulation

Beej's Bit Bucket

HTML5 Canvas Introduction

Fabien Sanglard

Doom iPhone code review


I took some time away from programming something I hope will become a really good shmup and read the source code of Doom for iPhone. I was very interested in finding out how a pixel oriented engine made the transition to openGL. Here are my notes, as usual I got a bit carried away with the drawings.

Beej's Bit Bucket

Function Pointers and Cooperative Multitasking

Just like Grandma used to multitask.

Beej's Bit Bucket

Fuzz Testing

Super-Superrrrr... oh forget it.

Beej's Bit Bucket

Object Oriented Thinking, Part II

Beej's Bit Bucket

Digital Sound

Generate some waveforms!

Beej's Bit Bucket

Pointers in C Part I: Basics

It's really not that bad.

Fabien Sanglard

Doom engine 1993 code review


Before studying the iPhone version, it was important for me to understand how Doom engine WAS performing rendition back in 1993. After all the OpenGL port must reuse the same data from the WAD archive. Here are my notes about Doom 1993 renderer, maybe it will help someone to dive in.

Beej's Bit Bucket

Recursion