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Anton's Research Ramblings

Latest Posts:

Getting a Tech Job After Graduation

This post is for those about to graduate a degree in CS, engineering, etc, and about to venture off, bright-eyed and bushy-tailed, into the tech world, and wondering how to get a job. Maybe you've done a couple of interviews already and got an uncomfortable reality check that your 4-5 year degree wasn't enough to convince people to hire you. Maybe mum and dad were utterly and completely wrong about how qualified a degree made you. I'm going to give you some hard facts, some good news, and finally some suggestions for things to prepare (and how to prepare) before doing interviews.

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Dissolve Effect

I made a simple dissolve effect in WebGL. The idea was to replicate something like the dematerialisation shader effect you see in video games as a way of removing 3D models of dead monsters.



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Tech Interview Notes

This year I made a career change from academia to industry. I did quite a lot of interviews and applications over the first few months of 2017, and here are some notes from an applicant's point of view. I'm living in Dublin, which has its own miniature Silicon Valley tech hub, where a lot international corporates, and smaller start-ups have an office and do software and engineering development. I quite like living in Dublin, so I mostly looked here, but I did a few investigations overseas too. I ended up in a pretty cool job in Dublin working in Augmented Reality R&D but the months leading up to that application were a challenge.

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3D Graphics Optimisation Resources

I am collecting optimisation guides, tools, and resources for 3D graphics programming, with particular focus on OpenGL. I'll put these on my OpenGL page in a little article when I have collected a few resources. I'll update this post as I get more things. Send me a message if you have a suggestion!

Nicholas Guillemot's "Programmable Pulling" (tweet)(github)

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Cracking into Doom WAD Files - Part ][

A did a short talk about rendering the WAD files from DOOM (1993) in OpenGL. The previous blog post discusses extracting the contents of the WAD files with some hexedit hackery. The slides should be embedded here:

Cracking into Doom (1993) WAD Files from Anton Gerdelan


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Cracking Open Doom .wad Files - Part I: Hexin'

A hobby project that has been on my list since about 1994 was to figure out Doom's (Id Software, 1993) data file format - the vaunted DOOM.WAD file. My brother and I used to enjoy making maps with 3rd-party editing tools around 1994/5, which was a nice way to get a grip on the 3D technology involved in the game. When I started programming I occasionally looked at the Doom source code to see

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Archive Index

2017_05_30_doom_wad.html

2017_02_12_maths_textbooks.html

2017_01_04_new_book.html

2016_12_02_algorithms.html

2016_11_07_motivation.html

2016_09_25_web_hosting.html

2016_06_19_map_editor.html

2016_04_20_texture_manager.html

2016_04_08_game_on_greenlight.html

2016_03_24_game_finished.html

2016_03_04_review_templ.html

2015_12_08_didnt_learn_in_school.html

2015_09_25_unreal_udk.html

2015_09_10_exterminator.html

2015_07_07_broken_opengl.html

2015_06_16_debug_draw.html

2015_06_03_python.html

2015_05_20_skills.html

2015_04_15_libraries.html

2015_03_18_interpolation.html

2015_03_11_webgl_extensions.html

2015_03_03_2d_colour_vis.html

2015_02_26_static_analysis.html

2015_02_25_canvas2dcube.html

2015_02_23_svg_d3.html

2015_02_20_netsoc.html

2015_02_17_canvas2d.html

2015_02_10_bresenham.html

2015_02_09_gpu_mem.html

2015_02_05_text_editors.html

2015_02_03_c99.html

2015_01_12_2015.html

2014_12_10_test_drive.html

2014_09_24_doom_src.html

2014_09_15_webgl_server.html

2014_09_05_compute_raytrace.html

2014_09_03_books_games.html

2014_08_12_acronyms.html

2014_06_04_glmapbufferrange.html

2014_05_21_c_cpp.html

2014_05_20_inline_asm.html

2014_05_14_renderbuffer.html

2014_05_06_binary_mesh.html

2014_04_24_gamma.html

2014_04_15_archicad.html

2014_04_14_gimbal_lock.html

2014_03_25_game_boy.html

2014_03_13_touch_webgl.html

2014_03_12_ifc_webgl.html

2014_03_11_webgl.html

2014_03_10_talks.html

2014_02_16_mesa3d.html

2014_01_24_vbo_layouts.html

2014_01_21_bin_mesh.html

2014_01_13_ifc.html

2014_01_10_ifc_conv.html

2014_01_08_blender_plugin.html

2014_01_07_custom_mesh.html

2014_01_06_php_blog.html

2012_12_14_webgl_fonts.html

2012_09_30_deferred.html

2012_09_08_batching.html

2012_09_03_maths_cheat.html

2012_08_17_cam_plot.html

2012_08_15_madness.html

2012_08_14_vertex_displ2.html

2012_08_13_vertex_displ.html

2012_08_10_omni_cam.html

2012_07_16_multi_pass.html

2012_07_12_webgl.html

2012_07_11_colour_pick.html

2012_07_09_open_source.html

2012_07_05_3d_portfolio.html

2012_07_03_vis_todo.html

2012_06_29_talking_head.html

2012_06_27_3d_picking.html

2012_06_26_blending.html

2012_06_25_rt_shaders.html

2012_06_18_morph_anim.html

2012_06_15_ifc_render.html

2012_06_12_optimisations.html

2012_06_08_js_timers.html

2012_06_06_fps.html

2012_05_31_phong.html

2012_05_30_webgl_textures.html

2012_05_29_json_mesh.html

2012_05_28_webgl_js.html

2012_05_25_javascript.html

2012_05_23_webgl.html

2012_05_22_blog.html