Category Archives: Articles

3ds Max File Format (Part 3: The department of redundancy department; Config)

Now we’ll have a look at the Config stream. It begins like follows, and goes on forever with various integer fields and other binary blobs. (StorageContainer) [15] { 0 0x2090:…

3ds Max File Format (Part 2: The first inner structures; DllDirectory, ClassDirectory3)

Now that we understand the outer structure of the file, it’s time to look closer to what’s inside. The DllDirectory stream looks like a good starting point. After cleaning up…

3ds Max File Format (Part 1: The outer file format; OLE2)

The 3ds Max file format, not too much documentation to be found about it. There are some hints here and there about how it’s built up, but there exists no…

Full Color 3D Print Color Palette

One problem with printing stuff in color using typical CMYK printing ink, is that it’s often difficult to get the exact color you want. This color palette shows the color…

Why avoid closed silver bullet game engines, why not? A full page of Unity bashing

This is another short excerpt of text that I originally wrote as part of my final internship report in June. It is here aimed towards Unity, as this was the…

On the value of innovative techniques in games

This is a short excerpt of text that I originally wrote as part of my final internship report in June. I prefer to look into new ways and new techniques…

SSE2 memcpy

SSE2 provides functionality for performing faster on aligned memory. By copying the first and last bytes of an unaligned memory destination using the conventional unaligned functionality, and copying everything in…