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Author Archives: Scali
The myth of linux/open source security
I have tried to warn about the myth that is security in the open source world before. Today there is another big security issue in Linux: http://arstechnica.com/security/2013/05/critical-linux-vulnerability-imperils-users-even-after-silent-fix/ As the article points out: the problem is not just the vulnerability itself, … Continue reading
Just keeping it Metro
Yes, Metro, not Retro. Or actually I should say Windows Store App now. As in, the new interface for Windows 8, mainly aimed at tablets and smartphones. Namely, I got myself a Windows 8 Pro update early on, at a … Continue reading
Posted in Direct3D, Software development, Software news
Tagged ARM, compatible with earlier versions, computer, Core UI, Direct3D, Direct3D 11.1, direct3d examples, directx sdk, donut, Metro, PowerVR, software, Solitaire, TBDR, technology, tile, Tile based deferred rendering, Win32, Windows 7, Windows 8, Windows RT, Windows Runtime, Windows Store, Windows Store App, WinRT, x64, x86
6 Comments
Revision 2013 is keeping it real
This easter weekend the demo party Revision 2013 was held. And they were keeping it real. SvOlli was there, for a seminar on the Atari 2600 (‘rock bottom’ in terms of game/demo platforms): It should give you an impression of … Continue reading
Latency and stuttering with 3D acceleration
The other day, I read this interesting article on Anandtech about the GPU stuttering issues that were recently discovered with AMD cards. I wanted to do a quick write-up about that, since it relates to what I am doing. As … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development
Tagged AMD, computer, Direct3D, FRAPS, gaming, GPU, Intel, latency, latency issues, nvidia, OpenGL, technology
2 Comments
Just keeping it real, part 10.1
Last time, I covered the basics of doing multiply and divide with 8-bit numbers. So far, these routines only worked for unsigned numbers. This time I will show how to add support for signed numbers, some ways to extend these … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 6502, 6510, 8 bits, addition and subtraction, assembly, C64, Commodore 64, computer, demoscene, divide, mutiply, naïve approach, oldskool, optimize, status flags, steve wozniak, technology, timing
1 Comment
Just keeping it real, part 10
Let’s explore the Commodore 64 some more. The topic today is: mathematics. And again, we are going to keep it real, VERY real. I have to admit, originally the ‘keeping it real’ was mainly a play of words on the … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 6502, 6510, assembly, C64, Commodore 64, computer, demoscene, divide, mutiply, oldskool, optimize, steve wozniak, technology, timing
2 Comments
Just keeping it real, part 8
As I already said in the first part of this series, one of my first computers was the Commodore 64, and I would love to know more about programming it at a low level. I think I will follow roughly the … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged assembly, C64, Camelot, Commodore 64, demoscene, KickAssembler, Mads Nielsen, oldskool, optimize, Power C, SID, Slammer, Turbo Assembler, TurboAss, VIC
2 Comments
Assemblers are not compilers!
For some reason, people (read: newbies) often talk about ‘compiling assembly code’, or using an ‘assembly compiler’. This is WRONG, people! And I will try to explain why, by offering a historical perspective, as usual. Namely, if we go back … Continue reading
Posted in Software development
Tagged assembler, compiler, edsac computer, grace hopper, history, software, steve wozniak, technology
17 Comments
What is a platform anyway?
After the previous blog, I figured I wanted to add something on people’s interpretations of OSes, platforms and API’s. Starting with OpenGL, I have already blogged about the PS3 in the past, where people think it uses OpenGL. At best … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news
Tagged Android, computer, GP2X, linux, OpenGL, OS X, platform, portability, software, technology, unix clone
1 Comment