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

Moving away from GitFlow

In the last few months working on the source code for Our Machinery, I’ve found myself drifting further and further away from the GitFlow based workflow we used at Stingray towards a more trunk-based model.

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Niklas Gray

Let's All Go to the Conference

Tobias just got back from Siggraph all jazzed up about machine learning, and it got me thinking about how vitally important it is to spend time around like-minded creators. Be it at conferences, user group meetings, or even just post-work beers, having an outlet for talking and thinking about your work is essential. Today, I’d like to talk about conferences.

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Tricia Gray