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    Our Machinery

    ourmachinery.com · Company blog · on HN since 2017

    The Our Machinery team writes about building a game engine in C, covering code structure, memory, audio, and development workflow.

    Visit blogHN submissions
    GamesSystems & PerformanceProgramming
    What HN says

    Commenters point to its post on allocating large virtual memory ranges and its move away from GitFlow, and recommend the blog for engine development writing.

    Stats for nerds
    36HN people shared it
    34linked in comments
    697story points
    Aug 2022last shared
    2017people per year2022

    Top posts on HN

    1. 1
      Virtual Memory Tricks
      3 people · 167 points · first shared 2017 · 43 comments on HN
    2. 2
      Data Structures Part 3: Arrays of Arrays
      1 person · 155 points · first shared 2019 · 20 comments on HN
    3. 3
      OMG: Our Machinery Guidebook
      3 people · 114 points · first shared 2019 · 29 comments on HN
    4. 4
      Step-by-Step: Programming Incrementally
      4 people · 79 points · first shared 2020 · 12 comments on HN
    5. 5
      High-Level Rendering Using Render Graphs
      1 person · 54 points · first shared 2018 · 9 comments on HN
    6. 6
      A Taxonomy of Bugs
      1 person · 34 points · first shared 2022 · 8 comments on HN
    7. 7
      Borderland Between Rendering and Editor – Part 2: Picking
      1 person · 25 points · first shared 2020 · 5 comments on HN
    8. 8
      Our Machinery Guidebook
      1 person · 20 points · first shared 2022 · 7 comments on HN
    9. 9
      A New Kind of Game Engine in C
      5 people · 8 points · first shared 2017 · Discussion on HN
    10. 10
      Writing a Low-Level Sound System – You Can Do It
      2 people · 8 points · first shared 2020 · Discussion on HN

    What HN people wrote when they linked it

    • tomcamFeb 2019

      Very lengthy and seemingly pretty good, but I wanted to see it applied. So...

      * The home page at https://ourmachinery.com just says "We are building something..."

      * The About Us passage on the home page just says "We are game engine developers with a passion for diversity, openness and knowledge sharing etc." without saying what they do, then points you to Instagram, which shows a super diverse team of three adults and one child, but doesn't give a clue about their project(s?)

      * The blog https://ourmachinery.com/post/whats-happening-this-year/ talks about transparency but I still don't know what they do

      * There's no GitHub or similar link

    • stephc_int13Apr 2020

      If I read correctly, this is trunk-based development.

      https://trunkbaseddevelopment.com/

      And this is also my experience, I absolutely hate spending time to merge things and resolve the conflicts and bugs.

      I think this should be the default behavior for small/medium teams.

      Branching should only be used when trunk-based dev is no longer possible.

      I really liked this article from the Our Machinery guys, who created the Bitsquid engine.

      https://ourmachinery.com/post/moving-away-from-git-flow/

      This other article is also interesting:
      https://medium.com/@mattia.battiston/why-i-love-trunk-based-development-641fcf0b94a0

    • jwitthuhnAug 2022

      This looks pretty shady.

      The current EULA on the website includes a bit that says they can terminate your license and ask you to delete all source and binaries entirely at their discretion[1].

      The latest copy on the wayback machine from May does not have that bit.[2]

      1. https://ourmachinery.com/eula.html
      2. https://web.archive.org/web/20220529230958/https://ourmachinery.com/eula.html

      So they used the 'we can update the eula at any time at our discretion' clause to add a 'we can tell you to delete your source and binaries' clause and then immediately invoked it.

    • warpechMar 2020

      Interesting what you say about struct-of-arrays, I have been following this topic closely recently. Do you know any well known JS code implemented using struct-of-arrays or have some interesting resources about it? I am worried that SoA codebase is difficult to maintain and hard to express in a simple API.

      I have been reading two resources about it, https://ourmachinery.com/post/data-structures-part-1-bulk-data/ and https://stackoverflow.com/questions/39799874/why-does-javascript-process-an-array-of-structures-faster-than-a-structure-of-ar.

    • flohofwoeOct 2020

      Headers not including headers is still good advice, it's not so much about fast compiles (at first at least while a project is small), but about not letting header inclusions grow out of control (see almost every C++ project with more than a few hundred source files, it's almost impossible to clean up unused headers, and even when that happens - after a few weeks it's back to the old mess).

      See here for a relatively recent take on this:

      https://ourmachinery.com/post/physical-design/

    • _gabe_Apr 2022

      You can allocate 4GB of virtual memory which will ensure that it doesn't get allocated until you actually hit a new page. Heck, you can, and OurMachinery has a great blog post on this, allocate 100GB of virtual memory and then use pointers as immutable ids and your app will only use as much physical memory as needed and the OS will take care of the rest.

      https://ourmachinery.com/post/virtual-memory-tricks/

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