The Machinery Shader System (part 1)

Designing and implementing a solid shader system has been in the back of my head, itching for attention, since even before we started Our Machinery. I’ve successfully managed to ignore it all the way up until last week, when reality finally caught up with my procrastination, rubbing in the fact that I’ve reached the point where I need to do some more serious shader development, and that the current bare-bones system simply won’t cut it.

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Tobias Persson

Marketing Mini Series Part 6: Co-Marketing/Partner Efforts

I really, really love the term, “It takes a village.” It’s an African proverb about raising children, but we can also apply it to making something — launching products, games, companies, etc. When kicking off something new, essentially, it really helps to have partners around to give you a hand. There are several ways you can ask for or apply for help, depending of course on what your product is, but let’s look at two in order to keep this post focused:

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Tricia Gray

Explicit Multi-GPU Programming

I’ve touched on today’s topic a few times before, but so far not dived into any actual details. However, since I’ve recently spent some time fleshing out and verifying that our APIs for dealing with explicit multi-GPU targeting actually work in practice, I thought it would be nice to do just that.

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Tobias Persson

Marketing Mini Series Part 5: Demos

I know they’re often lots of work, but from my perspective demos are an incredibly crucial part of marketing a game or tech product. Among other things, having a vertical slice for people to try out helps entice them to use your product; provides proof that said product is working and actually exists; can alleviate concerns users might have; and helps your creation impart a sense of ownership with its potential user base.

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Tricia Gray