Research
Long-form writeups — reverse engineering, rendering, and engine architecture. Findings from the disassembler and the renderer.
2026.10.10
Nova, Signing Off: One Last Shot at StarCraft Ghost
Taking StarCraft Ghost from an Xbox prototype to a native Windows executable with XboxRecomp, a Direct3D 11 backend, and one last round of late-night debugging.
reverse-engineering
2026.07.14
Reversing a Dead Legend: Inside StarCraft Ghost's NOD Engine - PART 3
Building OpenNOD SDK to test the understanding of Ghost's custom file formats and make the data accessible without reconstructing the entire engine.
reverse-engineering
2026.03.31
Reversing a Dead Legend: Inside StarCraft Ghost's NOD Engine - PART 2
Mapping NOD as a black box: how Starev reconstructs the application boundary, staged startup, main loop, and connections between engine subsystems.
reverse-engineering
2026.02.28
Implementing a CUDA Path Tracer Inside Doom 3
I’ve wanted to do this since 2004. It turned out to be both easier and harder than I expected.
graphics
2026.02.03
Reversing a Dead Legend: Inside StarCraft Ghost's NOD Engine - PART 1
Two years of spare-time investigation into StarCraft Ghost's development build, and the small architecture reconstruction that grew out of it.
reverse-engineering
2019.06.10
Grabbing models and textures from games
A summary of methods and techniques for extracting 3D models and textures from games and 3D applications — from GPU rippers to photogrammetry.
3d