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Category Archives: Uncategorized
What happened to the Molecule Engine?
Every now and then, I get asked about the current status of the Molecule Engine, whether there is an evaluation version to download, or if an Indie license can be acquired somehow. There are a few things that need to be said, because this is something that is very close to my heart.
Game Engine Gems 3
I’m proud and excited to announce that both my proposals for Game Engine Gems 3 have been accepted! The book is due GDC 2016, so make sure to pick it up once it’s released.
Hopefully this will get me back into the habit of writing a bit more. I have plenty of new (and also old!) topics to write about, but I’m really lacking the time at the moment.
2014 in review
The WordPress.com stats helper monkeys prepared a 2014 annual report for this blog.
Here’s an excerpt:
The Louvre Museum has 8.5 million visitors per year. This blog was viewed about 160,000 times in 2014. If it were an exhibit at the Louvre Museum, it would take about 7 days for that many people to see it.
Follow us on Facebook!
Did you know that you can now also follow us on Facebook?
Always stay up-to-date with blog posts and the latest news!
If you like our blog and want to express your support for what we do, hit the Like-button on our Facebook page. We appreciate it!
A blast from the past
I recently came across several old projects I did almost 20 years ago, and thought about how to preserve them so they aren’t lost again. I already believed them to be lost once, until a classmate approached me and told me what he had found on some of the old floppy disks he had lying around.
And what better place is there to conserve things than the internet?
Input Evaluation SDK available for download
I’m proud to announce that the first evaluation SDK for our input technology is now available! A new version of the core technology has also been released, with some minor additions and improvements.
Check out www.molecular-matters.com for more information on the input library. Further SDKs will follow during the next few months.
Game Connection Paris 2012 slides
The slides for both the master class and the session I held at the Game Connection in Paris are now available:
Master class: Memory Management Strategies (PPT, PDF).
Session: Debugging memory stomps and other atrocities (PPT, PDF).
A big “Thank you!” to all the people who attended, I really enjoyed working with you. Looking forward to seeing some of you again next year!
Core Evaluation SDK available for download
After lots of work I’m proud to finally announce that the first evaluation SDK for our core technology is now available!
Check out www.molecular-matters.com for more information on the core library. Further SDKs will follow during the next few months.
Join my master class at Game Connection Paris
I’m happy to announce that I’ll be holding a master class about memory management strategies at Game Connection, which will take place Nov. 28-30 in Paris. In this 7h master class we will discuss a wealth of different topics regarding memory management, and take a much more detailed look at things I’ve written about in my blog. I’ll try to create a good mixture between technical details and practice sessions.
I’ll also be giving a talk about debugging memory stomps on the following day.
It would be a pleasure to meet up with some of you there!
Featured on Gamasutra
As it turns out, Gamasutra reprinted my #altdevblogaday article about quasi compile-time string hashing! It’s encouraging to see that things available in Molecule are getting more and more attention.
Three months of blogging
After a bit more than three months of blogging, this blog has already managed to accumulate more than 3000 hits – thank you for reading, keep spreading the word!
Besides, I’ve recently been accepted as a writer for #altdevblogaday, so expect to see some technical articles there as well. My first blog post went live on Tuesday – I’m happy to be part of such a passionate community!
Finally, another game-development blog sees the light of day. What to expect? Posts related to different aspects of game engine programming (low-level, graphics, tools, …), a gush of useful C++ techniques, and other things that cross my mind while working on the Molecule game engine.