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Quake 2 Source Code Review
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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Solving Ghost in The Wire codes
100% completed: All codes from kevin mitnick book ("Ghost in The Wires") have been broken.
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Solving Ghost in The Wire codes
I received today my copy of Kevin Mitnick's book: Ghost in The Wires. It is a great read so far. But even more interesting are the cyphered sentences at the beginning of each chapters. I am trying to solve all of them but if you can contribute, comment or send me an email !
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Hacker Monthly publication
Hacker Monthly July edition has published my article in which I described the internals of Doom engine..
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SHMUP Source Code
I have decided to release the full source code of "Shmup" a shoot'em up 3D engine specially designed for mobile platform and released on iOS in 2010. The game and engine are fairly inspired of Ikaruga, the legendary shmup from the 1999 DreamCast. Anything you saw in Ikaruga, this engine can do it too.
The license is GPL which mean you have to release the source code of what you produce with it. Note that the data folder is provided so you can play with it but you are not free to redistribute it and I remain the owner of...
Polygon Codec
Back in the summer of 2009 I was working on a 3D engine that would power my next game: A 3D shoot'em up a la Ikaruga. The target was the very first iPhone (now called iPhone 2G). Despite being impressive on paper (600Mhz with dedicated GPU), the hardware had several issues and the lack of dedicated VRAM was a huge bottleneck.
Unwilling to settle for anything less than 60 frames per second I became obsessed with saving bandwidth and I tried different approach until an idea proved to be not so bad...but I had to dive in the four dimensionnal...
The Eagle Has Landed!
After letting us wait for a bit longer than scheduled (13 days), the hospital initiated the contractions. For the first couple of hours, everything went just perfect, but then the little one got stuck on the way and we had to resort to a cesarean section. Lara Marie Lauer was born 8th of June at 04:41 (AM) with 3460 gramms and 49 cm. Mummy was still on intensive care and so they gave her to me. I can't express the feelings I had in this very moment. I'm still kind of overwhelmed every time I see her. Thanks for all...
German Post on time!
And now for something completely different... while we are all waiting for my baby to arrive (who was scheduled for 25th of May), she just received her first greeting card – together with a personalized bib and a towel (with integrated hood – pretty fancy!) from my good friends at #openmoko-cdevel. Guys, seeing this card was very heartwarming – it means a lot to me that you share my anticipation, thanks a lot! And I'm 100% sure she will appreciate her gifts... now let's cross fingers it won't take much longer... waiting is the hardest part of it :) Yours,...
2011-05-14
Anselm gave a talk about The 'suckless.org' universe at the LinuxTag 2011 conference in Berlin.