This is my personal website, you can find here most of the code and ideas I came up with during my extra-professional time.
18/08/2024: Watching sunsets
09/08/2024: SNES: Sprites and backgrounds rendering
09/08/2024: How the SNES Graphics System works
29/07/2024: Designing the SNES Video System
21/04/2024: Inside the SNES cartridges
08/04/2024: Evolution of the SNES motherboard
01/04/2024: The hearts of the SNES
31/01/2024: A captivating summer 2007
30/12/2023: Windows devs don't need Android drivers
23/11/2023: Apple Pro Display XDR & Thunderbolt 3
08/11/2023: The bash book to rule them all
07/11/2023: 0x4 reasons to write and publish
08/10/2023: Forty years of programming
26/09/2023: Exploring Space-Time
12/08/2023: Ode to the M1
11/08/2023: mDNS Primer
27/07/2023: Commander Keen: Adaptive Tile Scrolling
26/07/2023: ☀
18/07/2023: 10NES
17/06/2023: Good Vibrations
03/05/2023: Driving Compilers
01/04/2023: The Joy of Computer History books
02/03/2023: All you may need is HTML
23/01/2023: Mjolnir
16/12/2022: A Linux evening...
15/12/2022: Books update!
22/11/2022: The Book of CP-System, paper version
25/09/2022: CCPS: A CPS-1 SDK
25/09/2022: The Book of CP-System
05/08/2022: The Beautiful Diablo 2 machine
05/05/2022: USB Cheat Sheet
20/02/2022: CPS-1 GFX System
15/01/2022: CPS-1 Sound System
25/12/2021: Street Fighter II: Health Bar
24/12/2021: Street Fighter II: Rotating and Scaling
23/12/2021: Street Fighter II: The World Warrier
22/12/2021: Street Fighter II: Paper trails
15/05/2021: Observing my cellphone switch towers
05/04/2021: 게임 엔진 블랙 북: 둠
10/01/2021: The Confusing World of USB
01/04/2021: ☀
22/12/2020: The Beautiful Silent TB3 PC
12/11/2020: These are called opportunities
30/10/2020: 게임 엔진 블랙 북 : 울펜슈타인 3D
12/10/2020: When 13.3 > 14
02/10/2020: Thinkpad Carbon X1: First hour
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 Silent PC
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
28/08/2017: 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: Ikaruga in Java
10/08/2008: Java OBJ Loader
06/06/2008: Prototyp
10/03/2008: RayTracing
09/03/2008: Water
08/03/2008: Tunnel