2001
Binary Space Partitioning (BSP) and its use in 3-D Rendering
A gentle introduction to BSP trees and how they are used in
games like Doom. Originally written for a university assignment.
Sep 2003
The Doom rendering engine
My overview posted to everything2 of how Doom's
rendering engine works was subsequently used as the basis for Wikipedia's
page on the Doom engine.
Feb 2007
PC speaker sound effects
I reverse engineer
the PC speaker sound effect format,
one of the last mysteries of the Doom IWAD file. Chocolate Doom became the
first source port to include PC speaker sound support.
Mar 2007–Present
Youtube videos
I have a
playlist on Youtube of various videos I've made of Doom technical stuff.
Oct 2007
The wonderful world of -statcopy
I
investigate the mysterious
-statcopy command
line parameter found in Vanilla Doom, and write the world's first (?) external
statistics driver.
Mar 2010
On the trail of DOOM2F.WAD
The story of how I tracked down a physical copy of the
elusive French translation of Doom II.
Jan 2012
The design of E1M1
Doom's first level is iconic and has a surprisingly interesting design.
I
wrote an analysis of the level, originally posted to
the Doomworld forums.
Jan 2012
The dark and forgotten art of GENMIDI
Another of Doom's obscure internals, the GENMIDI lump controls how Doom
plays back music on Adlib/SoundBlaster cards. As part of developing the
infrastructure for building Freedoom's GENMIDI lump,
I wrote a guide explaining it and how to develop your own instrument
mappings.
Nov 2015
That time I got my online handle into a Hollywood movie script
I
wrote about my interactions in 2004 with the
writer of the Doom movie adaptation, and how my online handle almost
appeared in the film (the scene was ultimately cut).
Nov 2015
Artwork of Doom
“Artwork of
Doom” published on the Doom Wiki, is my article documenting
the origins of Doom's in-game artwork — from cultural influences, to
sketches, clay models, photo books, and toy guns and dinosaurs.