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.MORE »
As you might have heard through our Twitter, we wanted to do a Podcast. We were trying to find a podcast that touches on all things that we’ve been working on technology and industry related and couldn’t find anything, so we decided to just do it ourselves. We thought a podcast could complement the mounting interest in our blog posts and questions that we’ve been receiving from the community. We took questions through Twitter and made them into several episodes. A couple of things to keep in mind:MORE »
Alas, we’re at the end of the marketing mini series! Fortunately, I saved my favorite subject for last: Community Management.MORE »
We recently released a closed pre-alpha of The Machinery. As a result, we of course discovered a few new bugs. In this blog post, I’ll take a look at the two hairiest ones.
In general, I find that it is hard to find good information on debugging. You’re just expected to “pick it up as you go”. But it is a complicated topic and it’s hard to be a good programmer if you’re not good at debugging. I hope this post helps.MORE »
Welcome back! We’ve had a bit of a blog break to relax, enjoy the summer and hang out with friends and family. But now we’re back, and to kick things off I will walk you through my thoughts around strategies for managing device memory, but more importantly I will also show how important it is to have visual debug tools when working with memory management.MORE »