Palette lighting tricks on the Nintendo 64

Portals and Quake

Portal flow brings it all together

Classic 3D videogame shadow techniques

A simple way to scale pixel art games

How Westwood VQA works

Classic 3D videogame shadow techniques

Shader post-processing in a hurry

Annoying details of a Z-buffer rasterizer

Clean pointer serialization in C

Going up in color bit depth

Image vector quantization is just like creating a tilemap

In-place filtering of an array

Full screen triangle optimization