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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Latest tweets from @wbahnassi

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

What's up with this crippled IDxcIncludeHandler interface? Couldn't we at least be inspired by ID3DInclude? No sup… T.co

Dec 22 2019

Ray-traced decals. I did it in mentalRay, a really fun & challenging project. You can decal individual params (diff… T.co

Dec 7 2019