The Curious Engineer

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Fabien Sanglard

fabiensanglard.net

Chronicles of software wizardry

Game developmentGraphicsDOS / vintage PCComputing history

Posts
194 from 14 Feb 2008 to 1 Oct 2026
Posting
weekly (25 in the last year)
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personal blog
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2026 20

  1. Building a Quake PC: OS and Tools
  2. Building a Quake PC: First boot
  3. My agent.md to improve LLM-assisted code quality
  4. Quake Shareware, a CD-ROM just a little too full
  5. Jurassic Park computers in excruciating detail
  6. A dock that finally wakes up reliably
  7. Don't you mean extinct?
  8. My favorite keyboards
  9. The art and engineering of Silpheed
  10. Magic the Gathering format: Fun 40
  11. Chalice 2026 Ante
  12. Mo RAM, mo problems
  13. How Michael Abrash doubled Quake framerate
  14. Let's compile Quake like it's 1997!
  15. Is QSpy still cool? Let's play QuakeWorld!
  16. Building a Quake PC: Epilogue
  17. Building a 1997 Quake PC: Benchmarking GLquake
  18. Building a 1997 Quake PC: Benchmarking Vquake
  19. Building a 1997 Quake PC: Benchmarking Quake
  20. Building a 1997 Quake PC!

2025 24

  1. IBM PS/1 2168: Speakers
  2. Why WinQuake exists and how it works
  3. Quake Engine Indicators
  4. How quake.exe got its TCP/IP stack
  5. IBM PS/1 2168: MIDI musics
  6. IBM PS/1 2168: CD-ROM drive
  7. IBM PS/1 2168: Sound card
  8. IBM PS/1 2168: Networking
  9. IBM PS/1 2168: Problems with the FDD
  10. IBM PS/1 2168: Installing PC-DOS 7
  11. Building my childhood dream PC
  12. IBM PS/1 2168: Epilogue
  13. IBM PS/1 2168: Upgrading the CPU
  14. IBM PS/1 2168: Upgrading the L2 cache
  15. IBM PS/1 2168: More games
  16. IBM PS/1 2168: DOOM
  17. IBM PS/1 2168: Capturing the screen
  18. IBM PS/1 2168: Picking a screen
  19. Revisiting MTG Type 2 1996: The Necro Summer
  20. Revisiting MTG Type 2 1995: Vise Age
  21. IBM PS/1 2168: Picking a keyboard
  22. Why fastDoom is fast
  23. Chalice 2025 Ante
  24. IBM PS/1 2168: Unboxing

2024 14

  1. Gentlement Agreement
  2. CPSS: The Capcom Sheets Explorer
  3. Premodern decks
  4. Type 2 1997-1998 Decklists
  5. Watching sunsets
  6. Ode to the Beast of the Bay
  7. SNES: Sprites and backgrounds rendering
  8. How the SNES Graphics System works
  9. Carving the Super Nintendo Video System
  10. Aplha 40ish, update
  11. Inside the Super Nintendo cartridges
  12. The evolution of the Super Nintendo motherboard
  13. The hearts of the Super Nintendo
  14. How the DevTeam conquered the iPhone

2023 15

  1. Why Android developers no longer need Windows USB drivers
  2. How Apple's Pro Display XDR takes Thunderbolt 3 to its limit
  3. The bash book to rule them all
  4. 0x4 reasons to write and publish
  5. Forty years of programming
  6. Exploring Command-line space time
  7. Ode to the M1
  8. mDNS Primer
  9. Commander Keen: Adaptive Tile Scrolling
  10. 10nes
  11. Good Vibrations
  12. Driving Compilers
  13. The Joy of Computer History Books
  14. All you may need is HTML
  15. Mjolnir

2022 11

  1. A Linux evening...
  2. Books update
  3. Alpha 40
  4. The Book Of CP-System, paper version
  5. Extended 1997
  6. CCPS: A CPS-1 SDK
  7. The Book Of CP-System
  8. The Beautiful Diablo 2 Resurrected machine
  9. USB Cheat Sheet
  10. CPS-1: GFX system internals
  11. Street Fighter 2: Sound System Internals

2021 7

  1. Street Fighter 2: Subtile accurate animation
  2. Street Fighter 2: Spin when you can't
  3. Street Fighter 2: The World Warrier
  4. Following Street Fighter 2 paper trails
  5. Observing my cellphone switch towers
  6. Game Engine Black Book: DOOM, Korean Edition
  7. The confusing world of USB

2020 22

  1. The beautiful silent thunderbolt-3 PC
  2. These are called opportunities
  3. Game Engine Black Book: Wolfenstein 3D, Korean Edition
  4. WHEN 13.3 > 14
  5. Switching to Lenovo Carbon X1
  6. Discret 11, the French TV encryption of the 80's
  7. A tale of Ghosts'n Goblins'n Crocos
  8. Revisiting the postcard pathtracer
  9. 0x10 rules
  10. An history of NVidia Stream Multiprocessor
  11. Revisiting the Businesscard Raytracer
  12. The Making Of Stunt Island
  13. The Polygons of DOOM: PSX
  14. The Polygons of Another World: Jaguar
  15. The beautiful machine
  16. The Polygons of Another World: GBA
  17. The Polygons of Another World: SNES
  18. The Polygons of Another World: Genesis
  19. The Polygons of Another World: PC DOC
  20. The Polygons of Another World: Atari ST
  21. The Polygons of Another World: Amiga
  22. The Polygons of Another World

2019 5

  1. Strike Commander: Interview with Frank Savage
  2. A trip down NBA Jam graphics pipeline
  3. Game Engine Black Book update
  4. The story of the 3dfx Voodoo 1
  5. The story of the Rendition Vérité 1000

2018 6

  1. How DOOM fire was made
  2. Deciphering the postcard sized raytracer
  3. How the Dreamcast copy protection was defeated
  4. Game Engine Black Book: DOOM
  5. Game Engine Black Book: Wolfenstein 3D, 2nd Edition
  6. Bloated

2017 4

  1. Game Engine Black Book Postmortem
  2. Floating Point Visually Explained
  3. FizzleFade
  4. Game Engine Black Book ReleaseDate

2016 1

  1. Four Seasons in SF Bay Area

2015 1

  1. Poor/Heavy Player cards

2014 6

  1. Let's compile like it's 1992
  2. Game Engine Black Books
  3. Trespasser: Jurassic Park CG Source Code Review
  4. Git Source Code Review
  5. The Computer Graphics Library
  6. Algorithms and Data structures books: One size doesn't fit them all

2013 10

  1. Learning Legendary Hardware
  2. Decyphering the Business Card Raytracer
  3. More Doom III BFG Documentation
  4. Doom III BFG Documentation
  5. Second Reality Code Review
  6. Prince Of Persia Code Review
  7. Doom3 BFG Code Review
  8. Reverse Engineer Strike Commander
  9. Duke Nukem 3D Code Review
  10. The best Tech books

2012 11

  1. Game timers: Issues and solutions
  2. Old School: Format 93/94 in Toronto event 2
  3. Old School: Format 93/94 in Toronto event 1
  4. Oculus RIFT development
  5. Quake 3Source Code Review
  6. Doom3 Source Code Review
  7. Cracking Kevin Mitnick's Ghost In Tthe Wires Paperback Edition
  8. Be A Donor
  9. SSD reboot your thinking
  10. Android Shmup
  11. Old School: Format 93/94 in Toronto launching

2011 11

  1. Another World Code Review
  2. Progressive playback: An atom story
  3. How to build Doom3 on Mac OS X with XCode
  4. Quake 2 Source Code Review
  5. Solving Ghost in The Wire codes
  6. Hacker Monthly publication
  7. SHMUP Source Code
  8. Polygon Codec
  9. dEngine Source Code Released
  10. To generate 60fps videos on iOS
  11. To become a good C programmer

2010 7

  1. SHMUP Lite
  2. All about the fillrate
  3. Shmup
  4. Tracing the baseband
  5. Fluid saga continues...
  6. Doom iPhone code review
  7. Doom engine 1993 code review

2009 10

  1. Don't learn Assembly on Mac OS X
  2. Apple iPhone Tech Talk 2009 tricks and treats
  3. iPhone 3D engine programming part 1
  4. Armadillo Space T-shirt
  5. Quake code review
  6. Fluid speed issues!
  7. Wolfenstein 3D for iPhone code review
  8. BumpMapping hell
  9. Soft shadows VSM
  10. Soft shadows PCF

2008 8

  1. Light scattering
  2. Ikaruga in Java
  3. Java OBJ Loader
  4. RayTracing
  5. Index
  6. Index
  7. Prototyp
  8. Shadow Mapping

Undated 1

  1. Building a Quake PC: DOOM and Duke3D