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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 Wed, 09 Jun 2021 10:13:00 EDT in Programming
An interactive choose-your-own-debugging-adventure

Posted by Niklas Gray on Fri, 28 May 2021 10:15:00 EDT in Programming
Thoughts about API design.

Posted by Niklas Gray on Mon, 24 May 2021 10:27:00 EDT in Programming
Programing by making small incremental changes.

Posted by Niklas Gray on Fri, 30 Oct 2020 10:23:00 EDT in Programming
The Machinery game engine is now available for anybody to download and try out.

Posted by Niklas Gray on Tue, 30 Jun 2020 10:49:00 EDT in Programming
Describes the implementation of the prototype system in The Machinery.

Posted by Niklas Gray on Tue, 28 Apr 2020 10:35:00 EDT in Programming
A description of how statistics recording is implemented in The Machinery.

Niklas Gray's Comments

Comment In: [Blog - 05/24/2021 - 10:27]

I do this too.. whenever ...

I do this too.. whenever a task seems daunting I break it down into smaller task until I get to something that becomes managable. Personally, I like to use Workflowy for task tracking. It 's a fast no-frills hierarchical task list. I 'm always thinking I should be estimating more ...

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 ...