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Index of all deep dive articles

This site will soon contain over 50 deep dive articles that will explain how The Sentinel weaves its magic. I am in the process of writing them, and there are 19 finished articles for you to enjoy.

Click here to jump to the latest batch of new articles

If you want to learn how The Sentinel works under the hood, then this is the place for you.

See the quick start guide for some recommended starting points, or check out the following index of all the deep dive articles and jump straight in. The articles are presented in an order that makes sense for those wanting to unravel the inner workings of The Sentinel, so if you're wondering where to start, I recommend simply working your way down the list.

Memory maps
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Main loops
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3D geometry
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Here's the latest batch of articles... enjoy!


Generating the landscape
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The following deep dives are currently being written and will be published in the next few weeks. I will post details to Mastodon and Bluesky as soon as new ones are ready.

There's a lot to say about The Sentinel, and it's going to take a while to say it, but I hope it will be worth the wait...


3D objects
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Drawing the screen
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Screen buffers
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Drawing the landscape
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The title screens
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The energy icon and scanner row
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  • The energy icons - Representing energy levels with robot, tree and boulder icons
  • The scanner - Displaying exposure levels with a static-filled scanner

Tactics and gameplay
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  • The crosshair sights - Aiming the player's gaze through the crosshair sights
  • Calculating gaze - How the game follows line-of-sight by tracing the gaze vector
  • Enemy tactics - An analysis of exactly how the Sentinel, sentries and meanies act and think
  • Game timings - How the interrupt handler manages game timings and controls enemy tactics

Sound and music
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  • Sound effects - Making the silences feel eerie with carefully sparse sound effects
  • Music - The iconic chords that add so much atmosphere to this unique robotic world

Miscellaneous
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