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

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 Machine

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 Ed

23/09/2018: 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 issues

19/10/2010: 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 review

15/04/2009: 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: RayTracing

09/03/2008: Water

08/03/2008: Tunnel



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