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  <title><![CDATA[Adrian Courrèges]]></title>
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  <link href="http://www.adriancourreges.com/"/>
  <updated>2025-01-06T13:46:11+01:00</updated>
  <id>http://www.adriancourreges.com/</id>
  <author>
    <name><![CDATA[Adrian Courrèges]]></name>
    
  </author>
  <generator uri="http://octopress.org/">Octopress</generator>

  
  <entry>
    <title type="html"><![CDATA[Graphics Studies Compilation]]></title>
    <link href="http://www.adriancourreges.com/blog/2020/12/29/graphics-studies-compilation/"/>
    <updated>2020-12-29T22:05:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2020/12/29/graphics-studies-compilation</id>
    <content type="html"><![CDATA[<p><img class="right" src="http://www.adriancourreges.com/img/blog/2020/gfx/gfx_studies.jpg" width="500"/></p> <p>Rendering in games can be a complex topic, different approaches with their own tradeoffs are available, new techniques arise, others fall out of fashion&hellip; Studios using in-house engines need to make choices that will fit the type of game they&rsquo;re aiming for.<br/> It can be very &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[UE4 Optimized Post-Effects]]></title>
    <link href="http://www.adriancourreges.com/blog/2018/12/02/ue4-optimized-post-effects/"/>
    <updated>2018-12-02T11:24:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2018/12/02/ue4-optimized-post-effects</id>
    <content type="html"><![CDATA[<p><img class="left" src="http://www.adriancourreges.com/projects/ue4-postfx/thumbnail.jpg" width="380"/></p> <p>At my day job I get to optimize several games for the <a href="https://en.wikipedia.org/wiki/Nintendo_Switch">Nintendo Switch</a> or the <a href="https://en.wikipedia.org/wiki/Nvidia_Shield_(set-top_box)">NVIDIA Shield</a>, some of them using <a href="https://www.unrealengine.com">Unreal Engine 4</a>.<br/> While UE4 is very powerful and offers a large selection of knobs to balance visual quality and performance &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Metal Gear Solid V - Graphics Study]]></title>
    <link href="http://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study/"/>
    <updated>2017-12-15T19:56:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study</id>
    <content type="html"><![CDATA[<p><img class="right" src="http://www.adriancourreges.com/img/blog/2017/mgsv/logo.jpg" width="420"/></p> <p>The <a href="https://en.wikipedia.org/wiki/Metal_Gear"><em>Metal Gear</em></a> series achieved world-wide recognition when <a href="https://en.wikipedia.org/wiki/Metal_Gear_Solid"><em>Metal&nbsp;Gear&nbsp;Solid</em></a> became a best-seller on the original <a href="https://en.wikipedia.org/wiki/PlayStation_(console)">PlayStation</a> almost two decades ago. The title introduced many players to the genre of &ldquo;tactical espionage action&rdquo;, an expression coined by <a href="https://en.wikipedia.org/wiki/Hideo_Kojima">Hideo&nbsp;Kojima</a> the creator of the franchise.</p> &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Beware of Transparent Pixels]]></title>
    <link href="http://www.adriancourreges.com/blog/2017/05/09/beware-of-transparent-pixels/"/>
    <updated>2017-05-09T20:25:00+02:00</updated>
    <id>http://www.adriancourreges.com/blog/2017/05/09/beware-of-transparent-pixels</id>
    <content type="html"><![CDATA[<p>If you use sprites with transparency in your game &mdash; and you most likely do for the UI at least &mdash; you&rsquo;ll probably want to pay attention to the fully transparent pixels of your textures (or should I say &ldquo;texels&rdquo;).</p> <p>Even with an alpha of 0, a pixel still has &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[DOOM (2016) - Graphics Study]]></title>
    <link href="http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/"/>
    <updated>2016-09-09T18:10:00+02:00</updated>
    <id>http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study</id>
    <content type="html"><![CDATA[<p><img class="left" src="http://www.adriancourreges.com/img/blog/2016/doom2016/shot/../doom_2016_logo.jpg" ></p> <p><a href="https://en.wikipedia.org/wiki/Doom_(1993_video_game)">DOOM</a> pioneered fundamental changes in game design and mechanics back in 1993, it was a world-wide phenomenon which propelled to fame iconic figures like <a href="https://en.wikipedia.org/wiki/John_Carmack">John Carmack</a> and <a href="https://en.wikipedia.org/wiki/John_Romero">John&nbsp;Romero</a>&hellip;</p> <p>23 years later, <a href="https://en.wikipedia.org/wiki/Id_Software">id Software</a> now belongs to <a href="https://en.wikipedia.org/wiki/ZeniMax_Media">Zenimax</a>, all the original founders &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[GTA V - Graphics Study - Part 3]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/"/>
    <updated>2015-11-02T22:46:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3</id>
    <content type="html"><![CDATA[<ul> <li><a href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/"><strong>Part 1: Dissecting a Frame</strong></a></li> <li><a href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2/"><strong>Part 2: LOD and Reflections</strong></a></li> <li><a href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/"><strong>Part 3: Post-Effects</strong></a></li> </ul> <h1>Post Processing Effects</h1> <p>Post-effects are performed once the scene has been rendered, to enhance, fix artifacts, change the mood&hellip;<br/> We saw in <a href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/"><em>Part 1</em></a> how a few post-effects were applied, like &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[GTA V - Graphics Study - Part 2]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2/"/>
    <updated>2015-11-02T22:45:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2</id>
    <content type="html"><![CDATA[<ul> <li><a href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/"><strong>Part 1: Dissecting a Frame</strong></a></li> <li><a href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2/"><strong>Part 2: LOD and Reflections</strong></a></li> <li><a href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/"><strong>Part 3: Post-Effects</strong></a></li> </ul> <h1>Level of Detail</h1> <p>If there&rsquo;s one domain where Rockstar outperforms the competition, it&rsquo;s when it comes to <abbr title="Level of Detail">LOD</abbr>. The world of <em>Los Santos</em> exists in so many different versions &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[GTA V - Graphics Study]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/"/>
    <updated>2015-11-02T22:44:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study</id>
    <content type="html"><![CDATA[<p><img class="right" src="http://www.adriancourreges.com/img/blog/2015/gtav/a/gtav_logo.jpg" width="415"/></p> <p>The <a href="https://en.wikipedia.org/wiki/Grand_Theft_Auto_%28series%29"><em>Grand Theft Auto</em></a> series has come a long way since the first opus came out back in 1997. About 2 years ago, <a href="https://en.wikipedia.org/wiki/Rockstar_Games">Rockstar</a> released <a href="https://en.wikipedia.org/wiki/Grand_Theft_Auto_V">GTA&nbsp;V</a>. The game was an instant success, selling 11 million units over the first 24 hours and instantly &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Print Copy of SupCom Graphics Study]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/09/30/print-copy-of-supcom-graphics-study/"/>
    <updated>2015-09-30T23:51:00+02:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/09/30/print-copy-of-supcom-graphics-study</id>
    <content type="html"><![CDATA[<p>If you&rsquo;d like to read my <a href="http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/">article about the breakdown of Supreme Commander rendering process</a> on dead tree, you can find it in the <a href="http://hackermonthly.com/issue-64.html">latest issue</a> of the <a href="http://hackermonthly.com/"><em>Hacker Monthly</em></a> magazine.</p> <table class="table-carousel" style="width: 100%;" id="print-supcom"> <tr style="width: 100%;"> <td style="width: 33.9%; vertical-align: top; padding: 0; padding-right: &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Exp3D Goes Open-Source]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/08/16/exp3d-goes-open-source/"/>
    <updated>2015-08-16T13:42:00+02:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/08/16/exp3d-goes-open-source</id>
    <content type="html"><![CDATA[<p><img src="http://www.adriancourreges.com/projects/exp3d/exp3d-github.png" title="Exp3d Github " class="img-nobox left" style="margin-bottom: 0; margin-top: 5px;"></p> <p>Two years ago, I released <a href="http://www.adriancourreges.com/projects/exp3d/"><strong>Exp3D</strong></a> on Google Play, a fast-paced space shooter I had been working on during my free time.</p> <p>To celebrate this anniversary, the entire code of Exp3D has now been made <a href="https://github.com/acourreges/exp3d">freely available &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Supreme Commander - Graphics Study]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/"/>
    <updated>2015-06-23T23:28:00+02:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study</id>
    <content type="html"><![CDATA[<p style="float: right;"> <img class="img-nobox" src="http://www.adriancourreges.com/img/blog/2015/supcom/supcom-logo.png"/> </p> <p><a href="http://en.wikipedia.org/wiki/Total_Annihilation">Total&nbsp;Annihilation</a> has a special place in my heart since it was the very first RTS I played; it was with <a href="http://en.wikipedia.org/wiki/Command_%26_Conquer_%281995_video_game%29">Command&nbsp;&amp;&nbsp;Conquer</a> and <a href="http://en.wikipedia.org/wiki/StarCraft">Starcraft</a> one of the best RTS released in the late 90&rsquo;s.</p> <p>10 years later &ndash; in 2007 &ndash; &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Introducing Linux Visual Novel Reader]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/05/27/introducing-linux-visual-novel-reader/"/>
    <updated>2015-05-27T22:36:00+02:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/05/27/introducing-linux-visual-novel-reader</id>
    <content type="html"><![CDATA[<div style="float: left; max-width: 100%; margin-right: 15px; margin-bottom: 5px;"> <img src="http://www.adriancourreges.com/projects/livino-reader/screen1.gif"/> </div> <p>When it comes to self-learning Japanese, you can read books, watch Japanese TV with the JP subtitles on&hellip;</p> <p>However if your level is just beginner or intermediate, you&rsquo;ll often hit some kanji you can&rsquo;t read, some words you &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Deus Ex: Human Revolution - Graphics Study]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/"/>
    <updated>2015-03-10T22:58:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study</id>
    <content type="html"><![CDATA[<p><strong> <em>2015/03/12:</em> </strong> <em>Back online after <a href="http://www.reddit.com/r/programming/comments/2yo9qa/deus_ex_human_revolution_graphics_study/">Reddit</a> and <a href="http://games.slashdot.org/story/15/03/12/2227239/rendering-a-frame-of-deus-ex-human-revolution">Slashdot</a> killed my bandwidth with 30,000 visits in the last hours. Followed by <a href="https://news.ycombinator.com/item?id=9565891">HN</a>.</em><br/> <strong> <em>2015/03/11:</em> </strong> <em>Update with comments from <a href="https://mastodon.social/@anji">Matthijs De Smedt</a>.</em></p> <p><img class="left" src="http://www.adriancourreges.com/img/blog/2015/deusexhr/dehr_logo.jpg" ></p> <p>The original <a href="http://en.wikipedia.org/wiki/Deus_Ex">Deus Ex</a> is among the most critically &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Customizing IRKit Firmware: LED and Offline Mode]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/02/01/customizing-irkit-firmware-led-and-offline-mode/"/>
    <updated>2015-02-01T19:09:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/02/01/customizing-irkit-firmware-led-and-offline-mode</id>
    <content type="html"><![CDATA[<p><strong> <em>2022/12/15</em> </strong> <em>Update: with IRKit cloud <a href="https://maaash.jp/2022/04/deprecating-irkit/">officially shutting down</a> this firmware can avoid your device turning into a brick.</em><br/> <em>More discussion on this <a href="https://github.com/irkit/device/pull/6">GitHub thread</a>.</em></p> <p><a href="http://getirkit.com/">IRKit</a> is a device really fun to play with.<br/> After writing a <a href="http://www.adriancourreges.com/blog/2015/01/24/irkit-setup-guide-for-android-ios-linux-mac-windows/">custom initialization guide</a> and a <a href="http://www.adriancourreges.com/blog/2015/01/31/introducing-irkit-web-remote/">web solution &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Introducing IRKit Web Remote]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/01/31/introducing-irkit-web-remote/"/>
    <updated>2015-01-31T17:11:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/01/31/introducing-irkit-web-remote</id>
    <content type="html"><![CDATA[<p><img class="left" src="http://www.adriancourreges.com/img/blog/2015/irkit/irkit_web_remote.png" ></p> <p>I <a href="http://www.adriancourreges.com/blog/2015/01/24/irkit-setup-guide-for-android-ios-linux-mac-windows/">previously wrote</a> about the <a href="http://getirkit.com/">IRKit device</a> and how to set it up from a basic webpage.</p> <p>The setup guide was handy as a proof of concept, but I was still lacking a way to organize efficiently all the IR commands I recorded from &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[IRKit Setup Guide for Android, iOS, Linux, Mac, Windows]]></title>
    <link href="http://www.adriancourreges.com/blog/2015/01/24/irkit-setup-guide-for-android-ios-linux-mac-windows/"/>
    <updated>2015-01-24T18:14:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2015/01/24/irkit-setup-guide-for-android-ios-linux-mac-windows</id>
    <content type="html"><![CDATA[<p><img class="center" src="http://www.adriancourreges.com/img/blog/2015/irkit/irkit_intro.jpg" ></p> <p>Recently I got my hands on an <a href="http://getirkit.com/">IRKit device</a>. It&rsquo;s a pretty neat tool to control several devices remotely by sending IR signals. I use it to control my TV, air-conditioning, light, sound system&hellip;</p> <p>It is fairly cheap compared to the competition (65$ on Amazon &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Beam Waves Live Wallpaper for Android]]></title>
    <link href="http://www.adriancourreges.com/blog/2014/11/25/beam-waves-live-wallpaper-for-android/"/>
    <updated>2014-11-25T21:13:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2014/11/25/beam-waves-live-wallpaper-for-android</id>
    <content type="html"><![CDATA[<p><img class="left" src="http://www.adriancourreges.com/projects/beam-waves/thumbnail.png" ></p> <p>Beam Waves is a live wallpaper developed for Android.</p> <h3><a href="https://play.google.com/store/apps/details?id=com.breakingbyte.lwp.wave.free">Try it on now your phone!</a></h3> <p>It&rsquo;s my attempt at designing a 100% procedural wallpaper, lightweight and running at 60 FPS.</p> <p>Waves of light dance on your scren, drawn at native resolution while using as little &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Website Makeover]]></title>
    <link href="http://www.adriancourreges.com/blog/2014/01/20/website-makeover/"/>
    <updated>2014-01-20T20:47:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2014/01/20/website-makeover</id>
    <content type="html"><![CDATA[<p>It was high-time to make some change to this website.<br/> I hadn&rsquo;t touch its design since 2007: back then the web was all about &ldquo;XHTML 1.0&rdquo; and &ldquo;CSS 2&rdquo;, it was the good old time where you would prefer a GIF over a PNG just to make sure your images &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Exp3D for Android and Web-Browser]]></title>
    <link href="http://www.adriancourreges.com/blog/2013/07/23/exp3d-for-android-and-web-browser/"/>
    <updated>2013-07-23T19:45:00+02:00</updated>
    <id>http://www.adriancourreges.com/blog/2013/07/23/exp3d-for-android-and-web-browser</id>
    <content type="html"><![CDATA[<p><img class="left" src="http://www.adriancourreges.com/projects/exp3d/thumbnail.png" ></p> <p>I have been working on a small space shooter game in my free time.</p> <p>It took me quite a bit of time, given that I had to take care of most of the tasks by myself:<br/> engine programming, 3D modeling, texturing, effects, scripting, gameplay&hellip;</p> <p>The game &hellip;]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[5.1 sound with nForce chipset under Feisty]]></title>
    <link href="http://www.adriancourreges.com/blog/2008/01/06/5-1-sound-with-nForce-chipset-under-Feisty/"/>
    <updated>2008-01-06T19:45:00+01:00</updated>
    <id>http://www.adriancourreges.com/blog/2008/01/06/5-1-sound-with-nForce-chipset-under-Feisty</id>
    <content type="html"><![CDATA[<p><img src="http://www.adriancourreges.com/img/blog/2008/x-530-mini.png" alt="X-530" style="float:left; margin: 0 1em 1em 0;" class="img-nobox" /> When I migrated one of my desktops from Windows XP to Ubuntu Feisty (7.04), my 5.1 speakers that were working really great with XP were now only outputting in 2.1 mode. Prejudices about the lack of hardware support by &hellip;]]></content>
  </entry>
  
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