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  

Minimalist container library in C (part 1)

At Our Machinery, we’re strong believers in minimalism — we’re always trying to make things simpler and smaller. The more code you have in a project, the more you have to worry about. There is more to understand, optimize, debug, refactor, port, modernize, document, etc, etc. More code, more problems!

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Niklas Gray  

A year in review

Hello friends!

This year was really exciting for us, to start working on The Machinery and in the process informing you about how we are thinking and doing things here at Our Machinery. As we mentioned on Twitter, all of us are taking the rest of the year off, because next year is going to be a big one for us and we want to make sure we get proper rest for it. In the meantime, we’ve listed out our blogs here for you so if you get bored over the winter break, you can read what we are doing.

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Tricia, Niklas, and Tobias