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Wessam Bahnassi is a software engineer with a background in building architecture. This combination is believed to be the reason behind Wessam’s passion for 3D engine design. He has written and dealt with a variety of engines throughout a decade of game development. He has been continuously programming with DirectX since 1998, and has contributed a number of publishings on the topic. He worked as a lead rendering engineering at Electronic Arts for 7 years. Now he is Lead Programmer at In|Framez Technology Corp., a supervisor of the Arabic Game Developer Network, and a DirectX MVP since 2003.

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IN|Framez Technology Corp.

IN|Framez Technology Corp.

2 members Developer & Publisher

Small indie game development organization focused on game production and game tools development.

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Canada 🇨🇦
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Latest tweets from @wbahnassi

Turns out double-density disks can hold 4GB worth of data if you format them "the right way". This one is a bit dam… T.co

Apr 7 2020

اليوم أتممت قراءة كتاب الخلاّب في فن تصميم الألعاب تأليف @FawziMesmar مكتبتنا العربية تحتاج إلى المزيد من هذه الكتب… T.co

Mar 21 2020

#NewProfilePic T.co

Feb 26 2020

RT @AmandaFarough: Move GDC to Canada, you cowards.

Feb 4 2020

Three-many RTX cards, but my PC's mother-board can only hold two at a time. T.co

Feb 1 2020

RT @homambahnassi: What #procedural graphics can do in less than 200kb Youtu.be #gamedev

Jan 30 2020

RT @homambahnassi: Unboxing #Softimage Behavior. A crowd sim package. Got it in 2002, still impressed how it mixes scripting with node… T.co

Jan 22 2020

I made King's Quest 6 Windows cursors and encoded them inside this image: I.imgur.com Decode the pack… T.co

Dec 27 2019

VC2019 fun: map<Shader*,int> mapShaders; for (Shader* s : myShaders) mapShaders[s] = (int)mapShaders.size(); In… T.co

Dec 25 2019