<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Graphics on Antoine Boucher</title><link>https://antoineboucher.info/CV/blog/tags/graphics/</link><description>Recent content in Graphics on Antoine Boucher</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Tue, 20 Oct 2026 10:00:00 -0400</lastBuildDate><atom:link href="https://antoineboucher.info/CV/blog/tags/graphics/index.xml" rel="self" type="application/rss+xml"/><item><title>Artemis Switch: following a frame from the network to the screen</title><link>https://antoineboucher.info/CV/blog/posts/artemis-switch-frame-pacing/</link><pubDate>Tue, 20 Oct 2026 10:00:00 -0400</pubDate><guid>https://antoineboucher.info/CV/blog/posts/artemis-switch-frame-pacing/</guid><description>&lt;aside class="repo-snapshot" aria-label="GitHub"&gt;
 &lt;a href="https://github.com/antoinebou12/Artemis-Switch"&gt;antoinebou12/Artemis-Switch&lt;/a&gt;
 &lt;p&gt;&lt;strong&gt;★ 26&lt;/strong&gt; · 2 forks · Repository created &lt;time datetime="2026-08-08"&gt;2026-08-08&lt;/time&gt;&lt;/p&gt;
 &lt;small&gt;GitHub statistics recorded October 20, 2026.&lt;/small&gt;
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&lt;p&gt;A stream can report a healthy bitrate and still feel late. &lt;strong&gt;Artemis Switch&lt;/strong&gt; is my Moonlight-Switch fork for Nintendo Switch, focused on the path between receiving a frame and presenting it. The useful question is not just “how fast is the decoder?” but “where did this frame wait?”&lt;/p&gt;
&lt;p&gt;&lt;img src="https://antoineboucher.info/CV/blog/posts/artemis-switch-frame-pacing/featured.png" alt="Artemis Switch application library, from the repository README"&gt;&lt;/p&gt;</description></item><item><title>Porting sm64coopdx to Switch and New 3DS: keep the platform boundary small</title><link>https://antoineboucher.info/CV/blog/posts/sm64coopdx-switch-new3ds-port/</link><pubDate>Tue, 20 Oct 2026 10:00:00 -0400</pubDate><guid>https://antoineboucher.info/CV/blog/posts/sm64coopdx-switch-new3ds-port/</guid><description>&lt;aside class="repo-snapshot" aria-label="GitHub"&gt;
 &lt;a href="https://github.com/antoinebou12/sm64coopdx-switch-N3DS"&gt;antoinebou12/sm64coopdx-switch-N3DS&lt;/a&gt;
 &lt;p&gt;&lt;strong&gt;★ 3&lt;/strong&gt; · 1 forks · Repository created &lt;time datetime="2026-08-19"&gt;2026-08-19&lt;/time&gt;&lt;/p&gt;
 &lt;small&gt;GitHub statistics recorded October 20, 2026.&lt;/small&gt;
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&lt;p&gt;The interesting part of a console port is rarely a single compiler flag. &lt;strong&gt;sm64coopdx-switch-N3DS&lt;/strong&gt; brings the Coop Deluxe engine to two very different handheld targets. The work lives at the platform boundary: graphics, input, audio, threading, and packaging.&lt;/p&gt;
&lt;p&gt;This fork builds on the &lt;strong&gt;Coop Deluxe Team’s sm64coopdx&lt;/strong&gt;, which continues djoslin0’s sm64ex-coop. The multiplayer engine and Lua ecosystem are upstream work; the console adapters are the focus here.&lt;/p&gt;</description></item></channel></rss>