Publications
I wrote a paper on Object Oriented Programming using the C language, that RMP (the spanish edition of Microsoft Systems Journal) published. It was accepted and payed in 1992 or 1993. It was published in 1994.
I wrote a book on 80x86 (really, 8086) assembly language programming in 1993 and 1994, and it was published in 1994. It's a little 300 page book, which is more of a learning guide than a exhaustive reference guide. The aim was to write a book with which people proficient on high-level language programming would be able to learn assembly language easily on their own. It's in Spanish, and published in Spanish-speaking countries by Anaya Multimedia, probably the strongest spanish-language technical book publisher. I've been told that it's the recommended book in several universities for the x86 assembly language course.
Ocupation
Right now, my regular job is programming Windows distributed accounting software for shop chains.
I'm also working at Arvirago Entertainment, and we're preparing game which will hopefully very, very good. If everything goes ok, it'll be finished in a year.
Projects
First thing, finish the accounting software and the game. Then, there are a few other projects that I want to do.
I want to write some papers, I already have some ideas, for a few programming magazines (american). The problem is, as always, lack of time.
I want to write another book, this time in English, on realtime 3D graphics programming. I feel that the books out there are not good enough for what readers expect: the concepts are not presented well and in the best order, and the code is not world-class. I have a synopsis worked out (chapters and contents of each), as well as a little code base and some pages. I'll write it as soon as I have time enough, but now it's simply impossible. It would be a thick, advanced book, and the code would work under Dos, Windows (probably DirectX) and X-Windows. The coverage starts from zero graphics programming experience, specially zero 3D experience, and goes over mostly every aspect of realtime 3D graphics. The book uses an abstraction layer to access the video buffer (full source included for all platforms supported), but every other aspect is covered. I might cover the implementation of this layer in an appendix, but I don't think this is too interesting (this kind of things change, the rest of the book is generic and will be the same on any platform or OS).
I have a doubt in this last one: should it be C or C++? I prefer C++, but I'm not sure whether this would reduce the pool of potential readers. If you have a comment, please write to me.