The Curious Engineer

All blogs / Game development

The Brain Dump

floooh.github.io

This is the blog and personal web page of Andre Weissflog (Floh, floooh, flohofwoe) mostly about programming stuff.

Game developmentGraphicsCEmulationZig

Posts
230 from 14 Jan 2007 to 1 Dec 2025
Posting
now and then (1 in the last year)
Kind
personal blog
Feed
https://floooh.github.io/feed.xml

2025 4

  1. The experimental Sokol Vulkan backend
  2. The sokol-gfx resource view update.
  3. The sokol-gfx 'compute milestone 2' update
  4. The sokol-gfx compute shader update

2024 4

  1. Upcoming Sokol header API changes (Nov 2024)
  2. Zig and Emulators
  3. Upcoming Sokol header API changes (May 2024)
  4. Upcoming Sokol header API changes (Feb 2024)

2023 3

  1. VSCode, WASM, WASI
  2. WASM Debugging with Emscripten and VSCode
  3. The new sokol-gfx WebGPU backend

2021 3

  1. A new cycle-stepped Z80 emulator
  2. Getting into way too much detail with the Z80 netlist simulation
  3. Upcoming Sokol header API changes (Feb 2021)

2020 5

  1. Automatic Language Bindings
  2. Sokol headers: spring 2020 update
  3. sokol_gfx.h Backend Tour: Metal
  4. sokol_gfx.h Backend Tour: D3D11
  5. sokol_gfx.h Backend Tour: OpenGL

2019 4

  1. A new cycle-stepped 6502 CPU emulator
  2. Modern C for C++ Peeps
  3. A small sokol_gfx.h API update
  4. Emulators as embedded file viewers

2018 6

  1. Bomb Jack Dissected
  2. Handles are the better pointers
  3. One year of C
  4. Upcoming Oryol Changes (sokol_gfx.h migration)
  5. An Accidential Unbloating
  6. Better VSCode support in fips

2017 14

  1. Z80 Emu Evolution
  2. Minor Sokol API Updates
  3. A Tour of sokol_gfx.h
  4. What I want from a computer
  5. Oryol: System Design Philosophy
  6. WebAssembly Demystified
  7. Oryol: the new SPIRV-based shader pipeline
  8. Oryol: WebGL2 / RenderPass merge incoming
  9. VSCode, C/C++ and fips
  10. Emscripten/HTML integration tips
  11. YAKC Emu: Counters Everywhere
  12. YAKC Emu: The Diamond Scroll
  13. YAKC Emu: The Memory System
  14. YAKC Emu: Architecture Overview

2016 16

  1. A 'modern 3D API' wrapper for WebGL
  2. WebGL2 is coming...
  3. 10 simple diet tricks for asm.js
  4. Universal Windows Platform
  5. Thoughts about a WebGL-Next
  6. Z80 emulation in Rust, Milestone 1
  7. First Steps in Rust
  8. The Amazing Zilog Z80
  9. The Great Oryol Spring Cleaning
  10. A Tour of 3rd Party Code in Oryol (2016)
  11. WebAssembly Experiments
  12. Oryol Gfx Module Changes
  13. Coding Habit Changes
  14. A Tour of Oryol's Metal Renderer
  15. The ARC Incident
  16. CMake Dependencies Done Right

2014 5

  1. New Adventures in 8-Bit Land
  2. Cross-Platform Multitouch Input
  3. Shader Compilation and IDEs
  4. cmake and the Android NDK
  5. It's so quiet here...

2013 17

  1. Asset loading in emscripten and PNaCl
  2. Messing around with MESS (and JSMESS)
  3. Farewell DirectX
  4. emscripten and PNaCl: App entry in PNaCl
  5. emscripten and PNaCl: App entry in emscripten
  6. emscripten and PNaCl: Build Systems
  7. Entity-Component-System Revisited
  8. Sane C++
  9. Minor demos and web page update
  10. Quo Vadis Talk, New Demo Place
  11. Why I spend my precious spare time with emscripten
  12. Updated Nebula3/emscripten Demos
  13. Diminishing Returns
  14. A Radeon Fix and More
  15. A Drakensang Online map viewer in emscripten
  16. Multithreading in emscripten with HTML5 WebWorkers
  17. Happy New Year 2013!

2012 9

  1. CoreGraphics2
  2. Mea Culpa
  3. Finished N3/emscripten Demo
  4. Nebula3/emscripten
  5. Nebula3/NaCl "Post Mortem"
  6. N3 Native Client Demo
  7. OpenGL Screw-Ups
  8. Twiggy's Low Level Render Pipeline
  9. Twiggy

2011 1

  1. Year’s Roundup

2010 6

  1. Kinectifail
  2. Radon Labs R.I.P. 2000-2010
  3. Splinter Cell Conviction
  4. Build Pipeline
  5. It's Not So Grim Up North
  6. The Dark Side

2009 29

  1. Drakensang River Of Time - Personal Edition
  2. Nebula3 SDK Nov 2009 Changelog
  3. Drakensang River Of Time Intro
  4. Ninja Gaiden Sigma 2
  5. Tools of the Trade
  6. Workload
  7. XNAMath
  8. Brain Rot
  9. A more streamlined shader system
  10. N3 I/O Tips & Tricks
  11. Nebula3 RTTI Tips & Tricks
  12. Tidbits
  13. New Laboratory
  14. Maya Programming #1
  15. Another day with PSN
  16. Maya Plugin
  17. N3 SDK Apr 2009 download
  18. New N3 SDK (Apr 2009)
  19. Still Alive
  20. Bullshit Paradise
  21. N3’s Game Database Structure
  22. Eva
  23. Status Update
  24. Iron Curtain
  25. МГС3 Сабсистенс
  26. Animation
  27. Notebook
  28. Testing Windows Live Writer...
  29. Vista

2008 37

  1. Games Of The Year
  2. Home (PSN)
  3. Month of Shooters
  4. CoreAnimation
  5. CoreGamer
  6. Must Read
  7. Line-counting
  8. Nebula3 September SDK
  9. What's New in the September Nebula3 SDK
  10. Adding functionality to threaded subsystems
  11. Mercenaries 2
  12. OpenGL 3.0 (more like 2.2)
  13. Mgs4
  14. PSN hmm...
  15. Kept ya waiting huh?
  16. Ninja Gaiden DS
  17. 10 Years After
  18. Status Update
  19. NG2 (YES!!!)
  20. What Camera Issues?
  21. Slides to my Quo Vadis presentation
  22. More Memory Debugging Notes
  23. Gtaiv
  24. COD4 DLC woes...
  25. Memory Issues
  26. In Oblivion
  27. Complexity
  28. Gaming Weekend
  29. Vertex Component Packing
  30. Nebula3's Multithreaded Rendering Architecture
  31. COD4 FTW!
  32. Lowlevel Optimizations
  33. Nebula3 Februar 2008 SDK
  34. COD4 Multiplayer
  35. D3D Debugging
  36. First Render: Wii
  37. Happy New Year

2007 67

  1. Assassin's Creed Wrap Up
  2. Mass Effect
  3. AC's Political Correctness BS
  4. Nebula3 November SDK
  5. Call of duty 4 rocks in every aspect
  6. Bored To Death
  7. Shadow Fixes
  8. The Nebula3 Application Layer
  9. Status Update
  10. Level Design And Build System Thoughts
  11. New Radon Labs Web Page
  12. Google Docs
  13. In Praise Of Ninja Gaiden
  14. Nebula3 September SDK
  15. Smooth Shadows
  16. German Halo3 WTF???
  17. Nope...
  18. Nebula3 State Switch
  19. Status update
  20. Even more HTTP (and some Bioshock)
  21. Nebula3 August SDK
  22. More fun with HTTP...
  23. Fun with HTTP
  24. Nebula3 PowerPoint slides
  25. Dead Rising: 2nd Chance
  26. First Render: Xbox360
  27. The Nebula3 Render Layer: Graphics
  28. First Render
  29. The Nebula3 Render Layer: CoreGraphics
  30. Nebula3 SDK - Jul 2007
  31. Overlord!
  32. Dirt
  33. Status Update...
  34. CvsMonitor rocks
  35. It Begins...
  36. More Forza
  37. Forza2!
  38. Math lib changes
  39. Tomb Raiding
  40. Of Orbs And True Skills
  41. April NPD numbers, ouch...
  42. Dashboard Update!
  43. Templated Methods
  44. The Nebula3 Resource Subsystem
  45. Nebula2 support in Nebula3 + status update
  46. New Machine
  47. Back To XP...
  48. Yet another Gamer Card...
  49. New Gamer Card
  50. First Nebula3 Snapshot For Download
  51. The Nebula3 Scripting System
  52. The Daily Fight Against Code Complexity
  53. Streams, Readers and Writers
  54. Nebula3's Zip file system
  55. The Nebula3 IO subsystem: URIs and Assigns
  56. Getting rid of virtual method calls
  57. PS3 mumblings...
  58. Nebula3 Multithreading Architecture
  59. Nebula3 ref-counting and smart pointers.
  60. Current state of the Nebula Device
  61. From Nebula2 to Nebula3
  62. Nebula3 Architecture Overview
  63. Nebula3 Foundation Layer Overview
  64. Game Development Essentials: Bugtracking (or how we ended up writing our own bug tracker)
  65. Who
  66. Game Development Essentials: Version Control
  67. Hello World