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Creating an Integrated Development Environment
The Texas Instruments community does not have a modern, well-working IDE for development. A while ago, I thought I’d take up the responsibility and create tiDE - Texas Instruments Development Environment. It’s an open source IDE which, although geared heavily towards TI development, should be easy to adapt to many more languages if you so choose. I just want to highlight some interesting things about it.
First of all, it has support for a plethora of languages (or at least it will - languages already supported are highlighted): z80 Assembly, z80 TI-Basic, z80 Axe Parser, 68k Assembly, 68k...
On the Use of Internet Filtering
Wow, it’s been a long time since I’ve made a post. Sorry about that.
I recently had a conversation with some friends about internet filtering. It’s a terrible system that tempts parents, bosses, and more to restrict their underlings access to the internet - and it barely works. There are numerous reasons why I don’t like this system, and think that it poses a severe threat to the internet.
Filters are the Wrong SolutionThere may be legitimate reasons for a parent to want their children to avoid certain websites on the internet. However, filters are the wrong way...
Hacker Monthly publication

Hacker Monthly July edition has published my article in which I described the internals of Doom engine..
. More...
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...
2011-05-14
Anselm gave a talk about The 'suckless.org' universe at the LinuxTag 2011 conference in Berlin.
Plan9front - очередной форк plan9
Не так давно Cinap Lenrek, автор Linux-эмулятора linuxemu, SMB-сервера cifsd, newboot и кучи другого p9-софта, создал форк Plan 9 под названием plan9front.
Это не было бы столь интересно, если бы автор не успевал "строчить" по 10-20 коммитов ежедневно, а список изменений не был бы таким занимательным:
* 9load заменен на более развитый 9boot.
* Файловая система fossil заменена на cwfs.
* Язык программирования и среда исполнения языка Go.
* Новый файловый сервер kbdfs.
* Возможность установки с USB CD-ROM, USB HDD и USB FLASH.
* SMB-сервер cifsd в комплекте.
* Python и Mercurial.
* Эмулятор tty.
* Эмулятор /dev/realmode realemu, позволяющий активировать графический режим на ранее не поддерживаемых видео-картах.
* Драйвера...
dEngine Source Code Released

I've decided to release the source code of the OpenGS ES 1.0/2.0 renderers I wrote in the summer of 2009 nicknamed "dEngine". It was the first renderer to feature Shadow Mapping and Bump Mapping on iPhone at the time. Note that shadow mapping was achieve by packing the depth informations in a color texture but now you have access to GL_OES_depth_texture so you should be able to gain so more speed.
I consider it a good tutorial for OpenGL ES 2.0, you can read about bump-mapping and shadow-mapping with a fun example from a Doom 3 level.
The OpenGL ES 2.0...