The Brain Dump
This is the blog and personal web page of Andre Weissflog (Floh, floooh, flohofwoe) mostly about programming stuff.
- 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
2024 4
2023 3
2021 3
2020 5
2019 4
2018 6
2017 14
- Z80 Emu Evolution
- Minor Sokol API Updates
- A Tour of sokol_gfx.h
- What I want from a computer
- Oryol: System Design Philosophy
- WebAssembly Demystified
- Oryol: the new SPIRV-based shader pipeline
- Oryol: WebGL2 / RenderPass merge incoming
- VSCode, C/C++ and fips
- Emscripten/HTML integration tips
- YAKC Emu: Counters Everywhere
- YAKC Emu: The Diamond Scroll
- YAKC Emu: The Memory System
- YAKC Emu: Architecture Overview
2016 16
- A 'modern 3D API' wrapper for WebGL
- WebGL2 is coming...
- 10 simple diet tricks for asm.js
- Universal Windows Platform
- Thoughts about a WebGL-Next
- Z80 emulation in Rust, Milestone 1
- First Steps in Rust
- The Amazing Zilog Z80
- The Great Oryol Spring Cleaning
- A Tour of 3rd Party Code in Oryol (2016)
- WebAssembly Experiments
- Oryol Gfx Module Changes
- Coding Habit Changes
- A Tour of Oryol's Metal Renderer
- The ARC Incident
- CMake Dependencies Done Right
2014 5
2013 17
- Asset loading in emscripten and PNaCl
- Messing around with MESS (and JSMESS)
- Farewell DirectX
- emscripten and PNaCl: App entry in PNaCl
- emscripten and PNaCl: App entry in emscripten
- emscripten and PNaCl: Build Systems
- Entity-Component-System Revisited
- Sane C++
- Minor demos and web page update
- Quo Vadis Talk, New Demo Place
- Why I spend my precious spare time with emscripten
- Updated Nebula3/emscripten Demos
- Diminishing Returns
- A Radeon Fix and More
- A Drakensang Online map viewer in emscripten
- Multithreading in emscripten with HTML5 WebWorkers
- Happy New Year 2013!
2012 9
2011 1
2010 6
2009 29
- Drakensang River Of Time - Personal Edition
- Nebula3 SDK Nov 2009 Changelog
- Drakensang River Of Time Intro
- Ninja Gaiden Sigma 2
- Tools of the Trade
- Workload
- XNAMath
- Brain Rot
- A more streamlined shader system
- N3 I/O Tips & Tricks
- Nebula3 RTTI Tips & Tricks
- Tidbits
- New Laboratory
- Maya Programming #1
- Another day with PSN
- Maya Plugin
- N3 SDK Apr 2009 download
- New N3 SDK (Apr 2009)
- Still Alive
- Bullshit Paradise
- N3’s Game Database Structure
- Eva
- Status Update
- Iron Curtain
- МГС3 Сабсистенс
- Animation
- Notebook
- Testing Windows Live Writer...
- Vista
2008 37
- Games Of The Year
- Home (PSN)
- Month of Shooters
- CoreAnimation
- CoreGamer
- Must Read
- Line-counting
- Nebula3 September SDK
- What's New in the September Nebula3 SDK
- Adding functionality to threaded subsystems
- Mercenaries 2
- OpenGL 3.0 (more like 2.2)
- Mgs4
- PSN hmm...
- Kept ya waiting huh?
- Ninja Gaiden DS
- 10 Years After
- Status Update
- NG2 (YES!!!)
- What Camera Issues?
- Slides to my Quo Vadis presentation
- More Memory Debugging Notes
- Gtaiv
- COD4 DLC woes...
- Memory Issues
- In Oblivion
- Complexity
- Gaming Weekend
- Vertex Component Packing
- Nebula3's Multithreaded Rendering Architecture
- COD4 FTW!
- Lowlevel Optimizations
- Nebula3 Februar 2008 SDK
- COD4 Multiplayer
- D3D Debugging
- First Render: Wii
- Happy New Year
2007 67
- Assassin's Creed Wrap Up
- Mass Effect
- AC's Political Correctness BS
- Nebula3 November SDK
- Call of duty 4 rocks in every aspect
- Bored To Death
- Shadow Fixes
- The Nebula3 Application Layer
- Status Update
- Level Design And Build System Thoughts
- New Radon Labs Web Page
- Google Docs
- In Praise Of Ninja Gaiden
- Nebula3 September SDK
- Smooth Shadows
- German Halo3 WTF???
- Nope...
- Nebula3 State Switch
- Status update
- Even more HTTP (and some Bioshock)
- Nebula3 August SDK
- More fun with HTTP...
- Fun with HTTP
- Nebula3 PowerPoint slides
- Dead Rising: 2nd Chance
- First Render: Xbox360
- The Nebula3 Render Layer: Graphics
- First Render
- The Nebula3 Render Layer: CoreGraphics
- Nebula3 SDK - Jul 2007
- Overlord!
- Dirt
- Status Update...
- CvsMonitor rocks
- It Begins...
- More Forza
- Forza2!
- Math lib changes
- Tomb Raiding
- Of Orbs And True Skills
- April NPD numbers, ouch...
- Dashboard Update!
- Templated Methods
- The Nebula3 Resource Subsystem
- Nebula2 support in Nebula3 + status update
- New Machine
- Back To XP...
- Yet another Gamer Card...
- New Gamer Card
- First Nebula3 Snapshot For Download
- The Nebula3 Scripting System
- The Daily Fight Against Code Complexity
- Streams, Readers and Writers
- Nebula3's Zip file system
- The Nebula3 IO subsystem: URIs and Assigns
- Getting rid of virtual method calls
- PS3 mumblings...
- Nebula3 Multithreading Architecture
- Nebula3 ref-counting and smart pointers.
- Current state of the Nebula Device
- From Nebula2 to Nebula3
- Nebula3 Architecture Overview
- Nebula3 Foundation Layer Overview
- Game Development Essentials: Bugtracking (or how we ended up writing our own bug tracker)
- Who
- Game Development Essentials: Version Control
- Hello World