Posting mostly about tech and programming in the game/engine dev space. Can be anything from retro console emulation, open source libraries or personal takes on things going on in my social tech-bubble.
I’m currently prototyping a Windows C/C++ build system for my personal toy projects with the goal of having a very small, self-contained and portable build system that I can quickly add to projects. The build system reads one or more configuration files, resolves some paths and call the various compiler/linker executables - pretty standard stuff. I don’t want to go into too much detail about t...
This blog post was inspired by watching Dennis Gustafsson’s 2025 BSC talk “Parallelizing the Physics Solver”. You don’t have to watch the video to follow the content here. In short, he describes the challenges he faced in using multithreading to speed up the physics solver of the Windows PC version of his excellent game Teardown. I really liked the talk since it’s a great example of someone u...
Intro Quick caveat before we start: This post can definitely be considered a “religious” opinion piece - this is purely my opinion, and you’re free to disagree with me. In fact, please do! Don’t optimize for typing What I want to touch on in this post is the increased usage of auto and template type deduction that I’m seeing in newer codebases. I’m not a big fan of either since they unnecess...
Intro This is a reaction to Sebastian Schöner’s blog post Get Shit Done. If you didn’t read his blog post, be sure to take a second to read it, it isn’t long, it’s awesome and I’m going to touch on what he wrote. I specifically want to expand on the bullet point “catch the ball and run with it” with something that I’d like to call “embracing the unknown” Embrace the unknown I’m fortunate to h...
Summary In this post I’ll go into detail about how, during my contracting work for Shimmer Industries (a company founded by Eskil Steenberg which is focused on developing a real-time lighting designing software), I worked on a piece of software which enabled us to use the MacOS and iOS APIs using a custom C API without having to use ObjC. This technology (which we decided to call c-ocoa) was u...