The Machinery Shader System (part 2)

It’s time for the second part in my series of posts covering the shader system in The Machinery. In the wrap up of part 1 I said I would pick up and describe something I referred to as the “shader system IO”. But that was six weeks ago and as with most things in software development, predictions of the future tend to fail, and that statement was no exception.

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Tobias Persson  

GDC meetup!

Hello Friends!

We’ll be on a short blog hiatus to focus on GDC the next couple of weeks. If you are planning on going to GDC this year, we are having the first Our Machinery Meetup Tuesday, March 20th over at Waystone (992 Market Street) at 6:30pm. The meetup is informal, we would love to get drinks and talk to our fellow developers. We haven’t officially announced what we are up to, but would like to share what we are thinking. Tobias and Niklas will be there, Tricia is staying back at the office to hold down the fort. Hope to see you there if you are in San Francisco!

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Tricia, Niklas, and Tobias  

Marketing Mini Series Part 7: Websites

While most of us are spending more and more of our digital lives on social media, it’s important not to forget about the effectiveness of a good, old fashioned website. I can’t stress enough how important building a website is for your company or product, and how much a good design and clear messaging are key to your brand’s presence at large. Your website is often the first place people go to get more information about your business and, if it’s compelling enough, convert to customers and/or community members. Always and forever, it’s so important to make a good first impression.

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Tricia Gray  

The Document Model and The Machinery

Since my last few blog posts have been rummaging around at a pretty low level, let’s try something different this week and lift our gaze high, high — almost all the way to the top, to something that we refer to as the Document Model.

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Niklas Gray  

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