Localization in The Machinery’s UI

One thing we never really addressed back when we were making the Bitsquid engine was localization of the tools. We supported localization of the games made in the engine, of course, but the engine tools themselves were only available in English. As both the number of tools and the number of frameworks used for the tools (Winforms, WPF, HTML, …) grew, the localization task became more daunting. When you’re writing an engine, you’re never short of stuff to do, and there always seemed to be something more pressing than addressing localization.

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Niklas Gray  

The Anti-Feature Dream

Today I’m going to talk about a rather abstract vision of where I think the future of tools for game tech should be going. This is a topic that I have been raving to friends and colleagues about for a long time and I’ve used many different names to describe it: “the buffer-buffer dream”, “one graph to rule them all”, and many others. Today I just call it “The Anti-Feature Dream”, mainly because it sounds funny but also because it more accurately describes the vision. The core concept is simple:

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Tobias Persson  

Vasa

If you ever find yourself in Stockholm, go check out the Vasa Museum. Guidebooks, other tourists, and even locals will tell you this should be on your list. The museum is great, big, and airy with lots of great artifacts and stories. Right in the middle of it is a big old ship, the Vasa. With one look, you can tell why the warship sank. It was so top heavy and unstable that it sank on its maiden voyage, 390 ft off shore due to a gust of wind.

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Tricia Gray  

Entity-Component-Systems and Rendering

Scenes in The Machinery are built using an Entity-Component-System (ECS), where components are written as plugins. This means that we need some way to efficiently feed the renderer from the ECS. In today’s post I will walk you through how that works by doing a breakdown of the steps we go through on the CPU side to render a frame of The Machinery editor.

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Tobias Persson