Fabien Sanglard

fabiensanglard.net · Personal blog · on HN since 2009

Fabien Sanglard writes detailed code reviews of classic game engines such as Doom and Quake, and has published books on them.

What HN saysCommenters rank it among the best technical blogs, praise his game engine books, and like the minimal, distraction-free site design.
525HN people shared it
338linked it in comments
376stories submitted
24Kstory points
3 months agolast shared
2009people per year2026

Most-shared posts

  1. 1
    Homepage
    49 people · first shared 2012
  2. 2
    The Game Engine Black Book: Doom
    27 people · 363 points · first shared 2018 · 146 comments on HN
  3. 3
    Doom 3 Source code review
    18 people · 234 points · first shared 2012 · 60 comments on HN
  4. 4
    Quake 3 Source Code Review: Network Model (2012)
    14 people · 340 points · first shared 2012 · 79 comments on HN
  5. 5
    Floating Point Visually Explained
    13 people · 752 points · first shared 2017 · 106 comments on HN
  6. 6
    “Another World” Code Review (2011)
    13 people · 105 points · first shared 2014 · 13 comments on HN
  7. 7
  8. 8
    "Another World" (game) Code Review
    12 people · 407 points · first shared 2011 · 31 comments on HN
  9. 9
    Doom engine code review
    12 people · 288 points · first shared 2010 · 28 comments on HN
  10. 10
    The Beautiful Machine (2020)
    12 people · 77 points · first shared 2020 · 11 comments on HN
  11. 11
    The Polygons of Another World
    10 people · 879 points · first shared 2020 · 125 comments on HN
  12. 12
    Quake 3 Source Code Review
    10 people · 121 points · first shared 2012 · 12 comments on HN
  13. 13
    Deciphering a business card raytracer. (2013)
    10 people · 1 points · first shared 2013 · discussion on HN
  14. 14
    FizzleFade
    9 people · 608 points · first shared 2017 · 176 comments on HN
  15. 15
    Quake Engine source review
    9 people · 133 points · first shared 2009 · 15 comments on HN

What HN people wrote when they linked it

john_strinlai · 2026-06-15
probably worth linking to it, if that's the case. i think you are referring to this one? https://fabiensanglard.net/
iercan · 2025-02-10
I love reading technical blogs, and Fabien Sanglard’s are some of the best out there https://fabiensanglard.net/ also the simple design of the website makes it great
vraelgrad · 2023-09-22
Oh yeah. But the distracting fluff usually can't cover for the lack of good content. My personal favorite: https://fabiensanglard.net. Love how minimal and distraction free the site is. You immediately know what he writes about and the front page doesn't ask you to click around a gazillion links to find out content.
lockhouse · 2023-08-29
Fabian Sanglard’s books are excellent! I highly recommend them for retro DOS game engine programming. https://fabiensanglard.net/
dkonofalski · 2022-04-07
>we do well to remember what actually happened rather than just lionizing one man This statement alone was worth the price of admission. As a fan of game engine history (highly recommend Fabian's books: https://fabiensanglard.net/), I have to remember that all of these things were built on the shoulders of giants. It wasn't just one person that contributed, even if it may be only their code that lives on.
dgarrett · 2022-02-07
Fabien Sanglard's blog is one of my favorites. He posts mostly about internals and implementation details of classic video/computer games, plus other tech like Git and USB. https://fabiensanglard.net And if you find his blog to your liking, he has a couple of books doing a deeper dive into the internals of Wolfenstein 3D and Doom.
ChrisRR · 2021-11-16
https://fabiensanglard.net/ does some great code reviews of old games
thrower123 · 2021-11-06
The biggest thing is lower resolution. 640x480 at 256 colors was a high-color, high-resolution mode at the time. Small bitmaps, with indexed palettes and run-length-encoding to further shrink them. Caches were tiny, memory was slower, hard disks massively slower, and if you had to hit a CD to load data, forget about it. So packing data was important, and organizing data for cache locality, and writing algorithms to take advantage of instruction pipelining and avoid branches. Fabian Sanglard has a great blog that goes into the nitty gritty of a lot of these techniques as used in different games. https://fabiensanglard.net/
mysterydip · 2021-11-06
I highly recommend looking through the flipcode archives here https://flipcode.com/archives/ to see some techniques from back in the day. I also recommend anything by Fabien Sanglard here https://fabiensanglard.net/
ant6n · 2021-06-05
Fabian Sanglard (who is perhaps best known for his writing on wolfenstein/doom/quake and associated black books) also has a series of articles on another world, its bytecode interpreter and various ports to other hardware: https://fabiensanglard.net/
torh · 2021-05-27
Fabien https://fabiensanglard.net/ is a must on this list, IMO. I really enjoy his code reviews. I can also recommend the books he have made so far on Wolfenstien 3D and Doom.
trilinearnz · 2020-11-29
Michael Abrash is an excellent chronicler of technical history. Reading through his contributions is always time well spent. See also https://fabiensanglard.net/ for a more contemporary take. His 'Black Books' on Wolfenstein and Doom are directly inspired by Abrash.
wtt604 · 2020-09-03
https://fabiensanglard.net/ it is tech, but it is fantastic tech, tons of amiga stuff that takes me back to earlier, simpler time. I'd recommend a browse through the titles, at least. I'd be shocked if this crowd didn't love it.
tomxor · 2020-03-27
Yes! the blog is full of more articles just like this, i love this stuff. http://fabiensanglard.net/
ovao · 2018-06-13
If you're looking for a high-level overview of some of id's source code releases, check out Fabien Sanglard's guides[0]. He's also written a book that goes into greater detail about the Wolf 3D engine. [0]: http://fabiensanglard.net
golergka · 2017-06-05
Fabien Sanglard wrote great reviews of various codebases, including git, Doom 3 and others. http://fabiensanglard.net/
pjob · 2016-12-03
Some excellent ones here: http://fabiensanglard.net/ Mostly video game related.
megaman22 · 2014-04-25
This is one of the reasons I love the Id github (https://github.com/id-Software), and even more so, Fabien Sanglard's reviews of the code in that code base http://fabiensanglard.net/
willvarfar · 2014-04-17
Fabien Sanglard http://fabiensanglard.net has some excellent code reviews on his website, particularly games. You could read some of the code-bases he reviews, and then read his review. You'll be able to compare and contrast your opinions with his, and if there's interesting variation you can blog about it ;)
networked · 2013-10-24
Take a look at Racing the Beam by Nick Montfort and Ian Bogost, which tells the story of the Atari VCS (2600). While not a book, and quite a bit more technical, there's also Fabien Sanglard's website (http://fabiensanglard.net/). It contains great technical analyses of the code of historically important games.
amiga386 · 2026-04-08
You'd be committing the classic fallacy of "i'll just work on these tools, then make the game", which while a fun exercise, almost never results in a game being released. Think about what your ultimate goal is: - you want to make games: use an existing engine. don't bother with half of the features, focus on whether the game is fun or not. add polish (like character animation transitions) later. use stock assets to begin with. - you want knowledge to work in games industry but not actually release a game yourself: learn all the bells and whistles of Unreal Engine - you want to make things that are unlike regular games: develop your own code - you don't ever intend to release a game, you just want to see how they're made: just read other people's code. Read the Quake engine source code and https://fabiensanglard.net/ as a companion site. If you're talking about using raylib, that is also a game engine, just a simpler one. We can look in both directions; if this is an exercise exclusively for personal learning and development, why not also learn about what's done for you by that library and by the GPU, etc? Occlusion, rasterisation, depth buffering, perspective-correct texture mapping... "the number one most important skill is how to keep a tangle of features from collapsing under the weight of its own complexity" https://prog21.dadgum.com/177.html this is what game engines do - they abstract the essential complexity present in all games, and keep it from infecting the…
bishopdynamics · 2026-07-18
This is awesome! Great work! I love playing around with these older game engines that have source available, its really neat to explore how they work, and fiddle around with it. If you haven’t already, Fabien’s write ups of the various ID engines are a joy to read: https://fabiensanglard.net/quake3/index.php Shameless plug: I also like to play around with old game engines: https://github.com/bishopdynamics/Continuum
rideontime · 2026-06-03
Copetti enjoyers should also checkout everything Fabien Sanglard has done, including the Wolfenstein and Doom Black Books, the Another World port analyses, and the other dozens of code reviews he's posted. https://fabiensanglard.net/
fasterik · 2026-05-29
I hope this means that Fabien is working on another Game Engine Black Book. I really love these deep dives and historical preservation of 1990's game tech. https://fabiensanglard.net/gebbwolf3d/ https://fabiensanglard.net/gebbdoom/
satnhak · 2026-04-29
Thanks! Amazing website, so many useful articles. Wish I had a couple of free years to work through these books https://fabiensanglard.net/Computer_Graphics_Principles_and_Practices/…
1a527dd5 · 2026-04-25
Tangent: Author has this fabulous post I'd highly recommend: https://fabiensanglard.net/mjolnir/index.html I read it once years ago and I come back to it every now and then wishing my current PC (10+ years and going) would gently die so I could finally build something small and tiny.
polpo · 2026-03-26
I had a Cyrix 6x86 when Quake first came out. My disappointment at how poorly Quake ran on it was significant, especially because pretty much every other game at the time ran well on the Cyrix. The FPU performance in Quake was doubly handicapped on the Cyrix: not only was its FPU slower than the Pentium's to begin with, Quake's code was indeed hand-optimized for the Pentium's FPU pipeline. Fabien Sanglard's writeup of Michael Abrash's optimizations for Quake goes into great detail: https://fabiensanglard.net/quake_asm_optimizations/
logdahl · 2026-02-14
Super cool stuff! I love the idea of games being refurbished to the point that it can be kept, almost source original, and still played years down the line. For example, I love Another World for this, being just a bytecode blob where each port is just a VM (good writeup: https://fabiensanglard.net/another_world_polygons/index.html).
zeta0134 · 2025-11-18
Rebecca was well known in emulation circles for her high quality work on various games of the era, often pushing the hardware in unusual ways. This article is one of my favorites, detailing the wacky tricks she used to get Another World's 3D rendering system running acceptably on a Super Nintendo https://fabiensanglard.net/another_world_polygons_SNES/ Rest in piece, you absolute legend.

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