Niklas Gray's Blog
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.
Adding high-performance multi-threading support to a complicated data structure.
Discusses the different source control practices I've used in the past and why I've decided to move from GitFlow to trunk-based development.
Discusses how to handle keyboard focus and trickling of events (UI responder chain) in an Immediate Mode GUI.
This post describes the higher level layers of the immediate mode UI system we use at Our Machinery.
In this blog post I argue for using 0 as the default and "nil" value in multiple parts of the code.
In this post I show how to build a plugin system out of the API registry presented in the previous post.
Niklas Gray's Comments
[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 ...
[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 ...
[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 ...
[Blog - 04/25/2017 - 10:30]
I use those three, but ...
I use those three, but not much more. I prefer working in pure text editor rather than Visual Studio mostly because I find it gives me better focus -- I see the code and nothing else. Visual Studio Code and Sublime Text are nice too.
[Blog - 04/19/2017 - 10:30]
The reason why we are ...
The reason why we are using C style interfaces to our systems is not primarily about reducing compile times, but for a number of other reasons: r n r n We want to allow API users to write C and not force them to use C . r n We ...