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Oculus RIFT development
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Virtual Reality headsets have been consistently disappointing for several decades. Three reasons come to mind in order to explain this state of things:
The hardware is expensive: The latest Sony HMZ-T1 is 799$.
The hardware is not good enough: The motion sensor, screen latency and screen limited Field of View are unable to provide a feeling of immersion.
The software is non-existent: No major studio has ever supported VR Headsets.
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Doom3 Source Code Review
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On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine. This time is was the turn of idTech4 which powered Prey,
Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to look at the game internal mechanisms/port the engine on other platforms.
I also jumped on it and promptly completed the Mac OS X Intel version which John Carmack kindly advertised.
In...
Cracking Kevin Mitnick's Ghost In Tthe Wires Paperback Edition
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I received yesterday a copy of Ghost In The Wire Paperback edition. Kevin Mitnick seems to have updated all of the challenges found at the beginning of each chapters. Since they are all available on book.google.com preview I don't think it is a big deal to publish and discuss our solutions here.
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Be A Donor

This is probably the proudest moment of my Computer Science career so far: On April 17th, 2012 the Government of Ontario released the Mobile Website I designed and implemented for the major part of 2011. Beadonor.ca allows you reinforce your decision to be an organ donor. I feel honored and privileged to have been able to contribute to such a noble cause.
Many people are unaware of it but to become an organ donor is all about making sure your relatives will follow your decision when we are gone. An organ donor card...and actually any piece of paper that you...
Android Shmup

Six months ago I released the source code of "SHMUP": a modest indie 3D shoot'em up designed for iOS. Since it did honorably on the Apple Appstore I offered anyone to port it to Android Appmarket for a 50/50 revenues split. Two developers consecutively took on the challenge only to give up a few weeks later.
So I downloaded the Native Development Kit from Google and I did it myself. I completed the port this weekend and even released a free version.
The codebase runs on Windows, iOS, MacOS X and Android in one click. Here it is.
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Another World Code Review

I spent two weeks reading and reverse engineering further the source code of Another World (Out Of This World in North America). I based my work on Gregory Montoir's binary to C++ initial reverse engineering from the DOS executable.
I was amazed to discover an elegant system based on a virtual machine interpreting bytecode in realtime and generating fullscreen vectorial cinematic in order to produce one of the best game of all time.
All this shipping on a 1.44MB floppy disk and running within 600KB of RAM: Not bad for 1991 ! As usual I cleaned up my notes, it may...
Progressive playback: An atom story

I have been doing a lot of work with video containers recently, especially figuring out interoperability between iOS/Android and optimizing progressive playback. In particular it seems Android devices fail to perform progressive playback on certain files while iOS and VLC succeed:
Why ?
As usual understanding things to the deep down proved extremely worthy.
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How to build Doom3 on Mac OS X with XCode

The source code of Doom3 has been released three days ago :) ! I have started to read it and I will probably write a code review if enough people are interested.
According to the README.txt the source code is building well with Visual Studio 2010 but it is not building at all on Mac OS X with XCode 4.0 ( it is actually very broken :( !).
Here are the instructions to get it to run...but if you just want to download Doom3 source code for Xcode 4:
I uploaded it on github.
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Quake 2 Source Code Review
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I spent about a month in my spare time reading the source code of Quake II. It was a wonderful learning
experience since one major improvement in idTech3 engine was to unify Quake 1, Quake World and QuakeGL
into one beautiful code architecture. The way modularity was achieved even though the C programming language
doesn't feature polymorphism was especially interesting.
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