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July 17, 2019
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Niklas Gray's Blog   Expert Blogs

 

Niklas Gray is a 15 year veteran in the game development industry. He was a lead programmer at Grin for six years together with Tobias Persson. After Grin, they created the Bitsquid game engine which was acquired by Autodesk in 2014. He's currently working on new tech at Our Machinery together with Tobias Persson and Tricia Gray.

Niklas is a strong advocate for openness and information sharing in the gamedev community. We're all in this together.

 

Expert Blogs

Posted by Niklas Gray on Tue, 11 Jun 2019 11:18:00 EDT in Programming
Discusses strategies for synchronizing a data-oriented ECS with an external system that keeps state.


Posted by Niklas Gray on Thu, 18 Apr 2019 10:29:00 EDT in Programming
A comparison of the main ways to reference objects: names and GUIDs.


Posted by Niklas Gray on Tue, 15 Jan 2019 10:33:00 EST in Programming
A description of how we do UI localization in The Machinery.


Posted by Niklas Gray on Thu, 08 Nov 2018 10:27:00 EST in Programming
The rationale and design goals behind the data model we use in The Machinery.


Posted by Niklas Gray on Thu, 20 Sep 2018 10:05:00 EDT in Programming
A detailed account of hunting down two bugs in The Machinery alpha.


Posted by Niklas Gray on Tue, 30 Jan 2018 09:56:00 EST in Programming
In this post I show how to use the minimalist container types from my last post to create more advanced data structures.



Niklas Gray's Comments

Comment In: [Blog - 04/18/2019 - 10:29]

Yes, that is essentially what ...

Yes, that is essentially what we do. Even though the underlying reference system is based on GUIDs, we display references as names when object have names . r n r nFrom script we allow reference either by GUID or path. In this case the path isn 't just a visual ...

Comment In: [Blog - 01/15/2019 - 10:33]

Yes, that might work for ...

Yes, that might work for some codebases... in our case we have a lot of raw strings that shouldn 't be localized for things like serialization and hash lookups, so I think TM RAW x wrapping them would be too annoying.

Comment In: [Blog - 11/08/2018 - 10:27]

Thanks r n r nChanges ...

Thanks r n r nChanges are propagated in real-time, but we don 't use publish-subscribe, instead it is a polling model. I.e. every frame B will ask are there any changes to the data model . If there are changes, the view is updated. In the case where B has ...

Comment In: [Blog - 09/27/2017 - 10:28]

Interesting questions I 'll do ...

Interesting questions I 'll do my best to answer: r n r n Modifications to the PR can be a whole range of things: coding standard violations, spelling errors, inefficient algorithms, incomplete documentation, missing const, etc. I 'd say the most serious ones were the ones where a concept or ...

Comment In: [Blog - 06/26/2017 - 11:24]

Yes, it 's true that ...

Yes, it 's true that the last code doesn 't let us distinguish between a non-existing bone and a bone with length zero. But there are cases where we don 't need to make that distinction. If we do, we can write the slightly more cumbersome code that checks the ...

Comment In: [Blog - 05/17/2017 - 10:18]

You could do everything with ...

You could do everything with source code and static linking, but that creates other problems. It means that in order to add new functionality a plugin to the product, I need to have a development environment setup and recompile the application. We envision a setup where for example an artist ...