Building and breaking software. Shiny pixels @ NVIDIA. https://xitter.cf/t.co/6pcDQI3r9I @ado_tan@mastodon.social

🇫🇷 / 🇯🇵
Joined August 2012
How Metal Gear Solid V renders a frame: adriancourreges.com/blog/201…
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Adrian Courrèges retweeted
Behind the pretty frames of #DiabloIV, is a breakdown to how @Diablo renders. i Hope you enjoy or find something new! (i bet you saw this coming!) mamoniem.com/behind-the-pret… P.S. This is also my L💘VE letter to Diablo 2...
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Behind the pretty frames of #DeathStranding. Breaking down some tricks and hidden gems of #KojimaProductions's renderer. i hope you enjoy & find this ~5 months worth of freetime article useful 🙃... i had FUN!!!! 👶🐋🌧️🪱 mamoniem.com/behind-the-pret…
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Behind the pretty frames of @ResidentEvil, sorta breakdown to how #ResidentEvil renders. This is the most intensive & detailed so far...Hope you enjoy or find something new! mamoniem.com/behind-the-pret… P.S. it's more about CryEngine7....oh,...i mean RE Engine!
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The Rendering of Jurassic World: Evolution elopezr.com/the-rendering-of…
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Put together a list of all the frame breakdowns I could gather online: rendering analysis for 20+ recent games. Let me know if I missed something. adriancourreges.com/blog/202…
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SilentPatch for Mass Effect releases! Together with @WithinRafael we've figured out the cause of broken lighting in the game causing black blobs to show exclusively on modern AMD CPUs. Post describes the entire procedure & how it was fixed. cookieplmonster.github.io/20… #SilentPatchIt
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Memories - All the tricks from the insane 256 byte demo that was recently presented at Revision 2020 explained. sizecoding.org/wiki/Memories
Adrian Courrèges retweeted
Restoring the gold filter in Deus Ex: Human Revolution - Director’s Cut - a blog post detailing the process of researching, and later implementing DXHR style post-processing in the Director's Cut. If you liked the gold filter, now it's back! cookieplmonster.github.io/20…
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Diablo playable in the web-browser, on a phone... Nostalgia! d07riv.github.io/diabloweb/ (Devilution re-write ported to WebAssembly by RivSoft)
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Adrian Courrèges retweeted
A procedural animated creature, raymarched SDF as usual in @Shadertoy. It's a first basic attempt to some character animation. Live-Stream with the Making-of and QA soon! In the meanwhile, source code: shadertoy.com/view/3lsSzf
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This tool-assisted speedrun (TAS) of Arkanoid for NES shaves ~10% off the time of the previous best from 2007. The person who made it re-wrote the game engine in C++ then did a mostly brute-force search of the input space. The write-up is amazing. tasvideos.org/6347S.html
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Reverse-Engineering a Link to The Past (GBA), part 1: sideway.re/Reverse-Engineeri…
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Reverse-engineered Diablo source code released on GitHub ubm.io/2ymnpGl
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A write up for finding the developer mode cheat combo in Animal Crossing for GameCube jamchamb.github.io/2018/06/0…
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I'll be giving a talk at #UnrealFest tomorrow about game optimization for the Nintendo Switch.
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