Marketing Mini Series Part 9: Internal Marketing

An important part of any marketing team is to support other departments. For the sake of this mini blog, I want to talk about how marketing can support three of those departments: Customer Support, Business Development/Sales, and Administration.

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Tricia Gray  

Making the move/rotate/scale gizmos work with any component

Our goal with The Machinery has always been to make a system that takes flexibility and extensibility to new levels. This leads to some unique challenges.

At the heart of our system is an entity-component model, where user written plugins can add new components. However, in addition to adding components, we also want the user to be able to extend the system by adding new custom editors to work with these components. For example, we want it to be possible to replace the 3D scene editor with a customized tile-based 2D editor, or do other crazy things that we haven’t even thought of.

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Niklas Gray  

The Machinery Shader System (part 3)

This will be the third and probably last part in my series covering the “shader system” in The Machinery that I’ve working on as a back-burner project over last three months. If you haven’t read part one and two, I suggest you do so before continuing as they provide context and build the foundation for what we’re going to talk about today, namely:

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Tobias Persson  

Marketing Mini Series Part 8: Online Marketing 101: The Four Pillars

When I started working on MMOs for the first time, I saw the world of marketing rapidly change. Once the tidal wave began, I knew pretty quickly that boxed games, print ads, and store/channel marketing were going to be a thing of the past — or at least a much smaller part of the overall marketing equation. I started shifting the PR and marketing work I was doing towards online, because the writing was on the wall: more and more people were living on the internet, and mobile smart devices were becoming more accessible at an incredible pace.

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Tricia Gray  

Implementing drag-and-drop in an IMGUI

Drag-and-drop is often mentioned as one of the things that are “tricky” to implement in an immediate mode GUI. In this post I’ll describe how we do it in The Machinery.

Our goal is to create a generic drag-and-drop system that works well for all possible kinds of dragged data and drop targets.

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Niklas Gray