Multi-Threading The Truth

For the last week I’ve been working on making a big engine system thread-safe. I found that there is relative little information out there on how to multi-thread actual, real-world systems (if you need something faster than a single global lock). Most of the articles I found focused on simple data types, such as linked lists. So I thought it would be interesting to share my experiences.

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Niklas Gray

It’s All About The Data

In today’s post I will try to give a few tips on how to structure your cross-platform rendering APIs to make it easier to achieve data parallelism when building command buffers for various graphics APIs.

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Tobias Persson

Keyboard Focus and Event Trickling in Immediate Mode GUIs

One thing I haven’t seen addressed a lot in writings about immediate mode GUIs (IMGUIs) is keyboard focus and event trickling. Probably because it can be a tricky subject, and if you are just making a simple UI you can get away with not supporting it.

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Niklas Gray

Simple Parallel Rendering

Working on implementing the Render Graph system that I talked about in my last post got me thinking more about how to best feed the not-so-new-anymore graphics APIs (i.e. Vulkan and DX12) to run as efficiently as possible. So in this post and the next I will try to give some general advice on what I think is important to consider when designing a cross-platform renderer that runs on top of these APIs.

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Tobias Persson

How to Marketing (A 10-Part Mini Series)

For the next 10 blog posts, I’m going to share some of my thoughts based on my varied experiences in the world of marketing. I’ll mostly be covering B2B (Business to Business) marketing (i.e. engines, dev tools, etc), but I might add a few opinions on B2C (Business to Consumer) marketing (i.e. video games).

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Tricia Gray