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  • Mar 3, 2025

    The sokol-gfx compute shader update

  • Nov 4, 2024

    Upcoming Sokol header API changes (Nov 2024)

  • Aug 24, 2024

    Zig and Emulators

  • May 6, 2024

    Upcoming Sokol header API changes (May 2024)

  • Feb 26, 2024

    Upcoming Sokol header API changes (Feb 2024)

  • Dec 31, 2023

    VSCode, WASM, WASI

  • Nov 11, 2023

    WASM Debugging with Emscripten and VSCode

  • Oct 16, 2023

    The new sokol-gfx WebGPU backend

  • Dec 17, 2021

    A new cycle-stepped Z80 emulator

  • Dec 6, 2021

    Getting into way too much detail with the Z80 netlist simulation

  • Feb 7, 2021

    Upcoming Sokol header API changes (Feb 2021)

  • Aug 23, 2020

    Automatic Language Bindings

  • Apr 26, 2020

    Sokol headers: spring 2020 update

  • Feb 20, 2020

    sokol_gfx.h Backend Tour: Metal

  • Feb 18, 2020

    sokol_gfx.h Backend Tour: D3D11

  • Feb 17, 2020

    sokol_gfx.h Backend Tour: OpenGL

  • Dec 13, 2019

    A new cycle-stepped 6502 CPU emulator

  • Sep 27, 2019

    Modern C for C++ Peeps

  • Jan 12, 2019

    A small sokol_gfx.h API update

  • Jan 5, 2019

    Emulators as embedded file viewers

  • Oct 6, 2018

    Bomb Jack Dissected

  • Jun 17, 2018

    Handles are the better pointers

  • Jun 2, 2018

    One year of C

  • May 5, 2018

    Upcoming Oryol Changes (sokol_gfx.h migration)

  • May 1, 2018

    An Accidential Unbloating

  • Jan 4, 2018

    Better VSCode support in fips

  • Dec 10, 2017

    Z80 Emu Evolution

  • Aug 6, 2017

    Minor Sokol API Updates

  • Jul 29, 2017

    A Tour of sokol_gfx.h

  • Jul 12, 2017

    What I want from a computer

  • Jul 1, 2017

    Oryol: System Design Philosophy

  • Jun 9, 2017

    WebAssembly Demystified

  • May 15, 2017

    Oryol: the new SPIRV-based shader pipeline

  • Apr 4, 2017

    Oryol: WebGL2 / RenderPass merge incoming

  • Feb 27, 2017

    VSCode, C/C++ and fips

  • Feb 22, 2017

    Emscripten/HTML integration tips

  • Feb 4, 2017

    YAKC Emu: Counters Everywhere

  • Jan 14, 2017

    YAKC Emu: The Diamond Scroll

  • Jan 3, 2017

    YAKC Emu: The Memory System

  • Jan 2, 2017

    YAKC Emu: Architecture Overview

  • Oct 24, 2016

    A 'modern 3D API' wrapper for WebGL

  • Oct 6, 2016

    WebGL2 is coming...

  • Aug 27, 2016

    10 simple diet tricks for asm.js

  • Aug 20, 2016

    Universal Windows Platform

  • Aug 13, 2016

    Thoughts about a WebGL-Next

  • Jul 12, 2016

    Z80 emulation in Rust, Milestone 1

  • Jun 27, 2016

    First Steps in Rust

  • Jun 15, 2016

    The Amazing Zilog Z80

  • Apr 26, 2016

    The Great Oryol Spring Cleaning

  • Apr 9, 2016

    A Tour of 3rd Party Code in Oryol (2016)

  • Mar 17, 2016

    WebAssembly Experiments

  • Mar 10, 2016

    Oryol Gfx Module Changes

  • Feb 15, 2016

    Coding Habit Changes

  • Jan 15, 2016

    A Tour of Oryol's Metal Renderer

  • Jan 14, 2016

    The ARC Incident

  • Jan 12, 2016

    CMake Dependencies Done Right

  • Nov 9, 2014

    New Adventures in 8-Bit Land

  • Oct 8, 2014

    Cross-Platform Multitouch Input

  • May 24, 2014

    Shader Compilation and IDEs

  • Apr 20, 2014

    cmake and the Android NDK

  • Feb 2, 2014

    It's so quiet here...

  • Dec 20, 2013

    Asset loading in emscripten and PNaCl

  • Nov 3, 2013

    Messing around with MESS (and JSMESS)

  • Oct 8, 2013

    Farewell DirectX

  • Sep 7, 2013

    emscripten and PNaCl: App entry in PNaCl

  • Sep 1, 2013

    emscripten and PNaCl: App entry in emscripten

  • Aug 26, 2013

    emscripten and PNaCl: Build Systems

  • Jul 6, 2013

    Entity-Component-System Revisited

  • Jun 21, 2013

    Sane C++

  • May 4, 2013

    Minor demos and web page update

  • Apr 25, 2013

    Quo Vadis Talk, New Demo Place

  • Mar 22, 2013

    Why I spend my precious spare time with emscripten

  • Mar 18, 2013

    Updated Nebula3/emscripten Demos

  • Feb 10, 2013

    Diminishing Returns

  • Jan 23, 2013

    A Radeon Fix and More

  • Jan 19, 2013

    A Drakensang Online map viewer in emscripten

  • Jan 13, 2013

    Multithreading in emscripten with HTML5 WebWorkers

  • Jan 4, 2013

    Happy New Year 2013!

  • Dec 16, 2012

    CoreGraphics2

  • Oct 23, 2012

    Mea Culpa

  • Oct 21, 2012

    Finished N3/emscripten Demo

  • Oct 20, 2012

    Nebula3/emscripten

  • Sep 25, 2012

    Nebula3/NaCl "Post Mortem"

  • Sep 24, 2012

    N3 Native Client Demo

  • Aug 19, 2012

    OpenGL Screw-Ups

  • Aug 17, 2012

    Twiggy's Low Level Render Pipeline

  • Aug 15, 2012

    Twiggy

  • Jun 2, 2011

    Year’s Roundup

  • Jun 16, 2010

    Kinectifail

  • Jun 6, 2010

    Radon Labs R.I.P. 2000-2010

  • Apr 24, 2010

    Splinter Cell Conviction

  • Apr 23, 2010

    Build Pipeline

  • Mar 27, 2010

    It's Not So Grim Up North

  • Jan 30, 2010

    The Dark Side

  • Nov 10, 2009

    Drakensang River Of Time - Personal Edition

  • Nov 5, 2009

    Nebula3 SDK Nov 2009 Changelog

  • Oct 23, 2009

    Drakensang River Of Time Intro

  • Oct 10, 2009

    Ninja Gaiden Sigma 2

  • Oct 6, 2009

    Tools of the Trade

  • Sep 13, 2009

    Workload

  • Aug 16, 2009

    XNAMath

  • Jul 28, 2009

    Brain Rot

  • Jun 27, 2009

    A more streamlined shader system

  • Jun 20, 2009

    N3 I/O Tips & Tricks

  • Jun 16, 2009

    Nebula3 RTTI Tips & Tricks

  • Jun 6, 2009

    Tidbits

  • May 27, 2009

    New Laboratory

  • May 23, 2009

    Another day with PSN

  • May 23, 2009

    Maya Programming #1

  • May 21, 2009

    Maya Plugin

  • Apr 15, 2009

    N3 SDK Apr 2009 download

  • Apr 14, 2009

    New N3 SDK (Apr 2009)

  • Apr 4, 2009

    Still Alive

  • Feb 23, 2009

    Bullshit Paradise

  • Feb 21, 2009

    N3’s Game Database Structure

  • Feb 7, 2009

    EVA

  • Feb 1, 2009

    Status Update

  • Jan 27, 2009

    Iron Curtain

  • Jan 25, 2009

    МГС3 Сабсистенс

  • Jan 17, 2009

    Notebook

  • Jan 17, 2009

    Animation

  • Jan 5, 2009

    Vista

  • Jan 5, 2009

    Testing Windows Live Writer...

  • Dec 30, 2008

    Games Of The Year

  • Dec 12, 2008

    Home (PSN)

  • Nov 22, 2008

    Month of Shooters

  • Nov 8, 2008

    CoreGamer

  • Nov 8, 2008

    CoreAnimation

  • Oct 1, 2008

    Must Read

  • Sep 30, 2008

    Line-counting

  • Sep 29, 2008

    Nebula3 September SDK

  • Sep 27, 2008

    What's New in the September Nebula3 SDK

  • Sep 20, 2008

    Adding functionality to threaded subsystems

  • Sep 8, 2008

    Mercenaries 2

  • Aug 12, 2008

    OpenGL 3.0 (more like 2.2)

  • Aug 2, 2008

    MGS4

  • Jul 29, 2008

    PSN hmm...

  • Jul 25, 2008

    Kept ya waiting huh?

  • Jul 22, 2008

    Ninja Gaiden DS

  • Jul 20, 2008

    10 Years After

  • Jun 27, 2008

    Status Update

  • Jun 11, 2008

    NG2 (YES!!!)

  • May 27, 2008

    What Camera Issues?

  • May 13, 2008

    Slides to my Quo Vadis presentation

  • May 12, 2008

    More Memory Debugging Notes

  • May 4, 2008

    GTAIV

  • Apr 28, 2008

    COD4 DLC woes...

  • Apr 20, 2008

    Memory Issues

  • Mar 31, 2008

    In Oblivion

  • Mar 19, 2008

    Complexity

  • Mar 16, 2008

    Gaming Weekend

  • Mar 15, 2008

    Vertex Component Packing

  • Mar 5, 2008

    Nebula3's Multithreaded Rendering Architecture

  • Feb 28, 2008

    COD4 FTW!

  • Feb 27, 2008

    Lowlevel Optimizations

  • Feb 19, 2008

    Nebula3 Februar 2008 SDK

  • Feb 9, 2008

    COD4 Multiplayer

  • Feb 2, 2008

    D3D Debugging

  • Jan 17, 2008

    First Render: Wii

  • Jan 6, 2008

    Happy New Year

  • Dec 16, 2007

    Assassin's Creed Wrap Up

  • Dec 4, 2007

    Mass Effect

  • Nov 17, 2007

    AC's Political Correctness BS

  • Nov 15, 2007

    Nebula3 November SDK

  • Nov 12, 2007

    COD4

  • Nov 4, 2007

    Shadow Fixes

  • Nov 4, 2007

    Bored To Death

  • Nov 3, 2007

    The Nebula3 Application Layer

  • Oct 25, 2007

    Status Update

  • Oct 20, 2007

    Level Design And Build System Thoughts

  • Oct 16, 2007

    New Radon Labs Web Page

  • Oct 14, 2007

    Google Docs

  • Oct 7, 2007

    In Praise Of Ninja Gaiden

  • Sep 27, 2007

    Nebula3 September SDK

  • Sep 25, 2007

    Nope...

  • Sep 25, 2007

    German Halo3 WTF???

  • Sep 25, 2007

    Smooth Shadows

  • Sep 19, 2007

    Nebula3 State Switch

  • Sep 12, 2007

    Status update

  • Sep 2, 2007

    Even more HTTP (and some Bioshock)

  • Aug 28, 2007

    Nebula3 August SDK

  • Aug 26, 2007

    More fun with HTTP...

  • Aug 25, 2007

    Fun with HTTP

  • Aug 21, 2007

    Dead Rising: 2nd Chance

  • Aug 21, 2007

    Nebula3 PowerPoint slides

  • Aug 14, 2007

    First Render: Xbox360

  • Aug 4, 2007

    The Nebula3 Render Layer: Graphics

  • Jul 29, 2007

    First Render

  • Jul 24, 2007

    The Nebula3 Render Layer: CoreGraphics

  • Jul 23, 2007

    Nebula3 SDK - Jul 2007

  • Jul 7, 2007

    Overlord!

  • Jun 24, 2007

    Dirt!

  • Jun 23, 2007

    Status Update...

  • Jun 13, 2007

    It Begins...

  • Jun 13, 2007

    CvsMonitor rocks

  • Jun 9, 2007

    More Forza

  • Jun 8, 2007

    Forza2!

  • Jun 3, 2007

    Tomb Raiding

  • Jun 3, 2007

    Math lib changes

  • May 18, 2007

    April NPD numbers, ouch...

  • May 18, 2007

    Of Orbs And True Skills

  • May 9, 2007

    Dashboard Update!

  • May 5, 2007

    Templated Methods

  • May 3, 2007

    The Nebula3 Resource Subsystem

  • Apr 29, 2007

    Nebula2 support in Nebula3 + status update

  • Apr 24, 2007

    Back To XP...

  • Apr 24, 2007

    New Machine

  • Apr 2, 2007

    Yet another Gamer Card...

  • Apr 1, 2007

    New Gamer Card

  • Mar 27, 2007

    First Nebula3 Snapshot For Download

  • Mar 10, 2007

    The Daily Fight Against Code Complexity

  • Mar 10, 2007

    The Nebula3 Scripting System

  • Feb 18, 2007

    Nebula3's Zip file system

  • Feb 18, 2007

    Streams, Readers and Writers

  • Feb 17, 2007

    The Nebula3 IO subsystem: URIs and Assigns

  • Feb 11, 2007

    Getting rid of virtual method calls

  • Feb 3, 2007

    PS3 mumblings...

  • Jan 21, 2007

    Nebula3 Multithreading Architecture

  • Jan 20, 2007

    Nebula3 ref-counting and smart pointers.

  • Jan 19, 2007

    Nebula3 Foundation Layer Overview

  • Jan 19, 2007

    Nebula3 Architecture Overview

  • Jan 19, 2007

    From Nebula2 to Nebula3

  • Jan 19, 2007

    Current state of the Nebula Device

  • Jan 16, 2007

    Game Development Essentials: Bugtracking (or how we ended up writing our own bug tracker)

  • Jan 15, 2007

    Game Development Essentials: Version Control

  • Jan 15, 2007

    Who?

  • Jan 14, 2007

    Hello World

The Brain Dump

  • The Brain Dump
  • floooh@gmail.com
  • floooh
  • flohofwoe

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