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Renderistically

Renderistically, a blog by Simon Rodriguez.

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Latest posts

A frame analysis of Dishonored 2

After publishing my frame analysis of Dark Souls III, I wanted to take a look at another game released in 2016: Dishonored 2. Created by Arkane Studios and published by Bethesda Softworks, this immersive sim remains one of my favorite games to this…

A light website refreshment

During my last vacation, I felt motivated to rework my website a bit, more specifically the small 3D scene displayed as a header on the main page. This was inspired by the very interesting devlog of Bruno Simon, where he built as a portfolio a large…

A frame analysis of Dark Souls III

As a graphics programmer, I'm always curious to understand how a game runs under the hood, and more specifically how it renders a frame on screen. This is in my opinion a good way to see which rendering techniques stood the test of time, how…

Resurrecting the Last Ritual

Evidence: The Last Ritual is one of those games I cannot stop blabbering about. My fondness for the creations of the french studio Lexis Numérique goes way back. As a child, I spent long hours playing the Uncle Albert puzzle games, adventures…

A learning Experience 112

Now that I have covered how the game eXperience 112 is storing its levels and that we have a new shiny renderer to visualize them, let's dive in and see what interesting things we can find. First, meet eXplorer112, our viewer. It can display…

Running another Experience 112

In a previous post, I have explored how the game eXperience 112 stores its resources, describes its levels, and renders frames. Rich with this information, I wanted to attempt to display the game levels in a custom renderer. Hopefully we should now…

Experimenting with Experience 112

eXperience 112 was a puzzle/adventure game released in 2008 by Lexis Numerique. As the player, you were given access to a surveillance system connected to an abandonned ship-turned-laboratory where weird experiments were conducted in the 1960s.…

Upscaling Myst III

I have already described at length how much the Myst video games are important to me. The first game I bought in the series, at random in a store, was Myst III. It managed to capture my imagination as soon as I pored over the box and the fascinating…

3D rendering on the Vectrex

For a few years now, I've maintained a side project called Here be Dragons, where I attempt to display a given 3D scene in real-time on as many platforms as possible. This has been a funny way to experiment and discover various rendering…

Coming back to Uru, part 4

Last week, I mentioned some improvements that could be brought to my Uru/Myst V assets viewer. I'm glad to say that I've implemented most of them! I think that this project is now mature enough to be usable. Even if the recent re-release of…