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Doom III BFG Documentation

id Software developer Jan Paul Van Waveren (a.k.a Mr Elusive) send me his technical notes about Doom 3 BFG. I was especially interested in the "Compute vs. Memory" section which confirms that CPU are now so fast that it is often better to calculate something than fetch it from RAM.
Jan Paul was also kind enough to share a list of all the publications related to idTech4 engine (see bottom of this page).
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Second Reality Code Review

On July 23, 2013 the source code of Second Reality was released. Like many, I was eager to look at the internals of a demo that inspired me so much over the last 20 years.
I was expecting a monolithic mess of assembly but instead I found a surprisingly elaborated architecture, mixing several languages in an elegant way. The code is something like I had never seen before that perfectly represents two essential aspects of demomaking :
Team work.
Obfuscation.
As usual I have cleaned up my notes into an article: I hope it will save some a few...
Prince Of Persia Code Review
On Apr 17, 2012 Jordan Mechner released the source code of Prince of Persia. I immediately took at look at it!
Doom3 BFG Code Review

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 interesting reading session.
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