Performance Optimizations

March 7, 2014|
28 Comments

Normally the last few weeks of development before launch are really stressful because everything has to come together in a nice clean package. Usually this means frantically trying to fix the remaining bugs, making sure the game runs great on all supported hardware while at the same time polishing the game. The last weeks are Read More »

Refactoring The Object System

February 26, 2013|
18 Comments

Welcome to the first development update of Grimrock 2! In this post I’m going to talk about a big internal change under the hood of the engine. The discussion should be especially interesting to modders. A small disclaimer before we get started: many things that we talk about in these updates are work in progress, Read More »

Everything is scriptable

February 1, 2013|
9 Comments

We are now ramping up development of the yet unannounced “new Grimrock project” and we thought we could share some tidbits of development goodness to you. This week I’m going to talk a little about the changes under the hood of the engine.

Snow Storms and Other Events

November 30, 2012|
260 Comments

Every year it’s the same story: bunch of snow suddenly falls from the sky and mayhem ensues. Snow plows rule the road with (almost literally) an iron fist and people wreck their cars and facebook feeds are filled with people who are irrationally angry towards snow. However I think (and scientists agree) that snow is Read More »

Making of Grimrock: Rapid Programming

July 25, 2012|
467 Comments

In this week’s chapter of “making of Grimrock” I’m going to talk about programming. This might be a little lengthier post and more technical and therefore probably not for everybody, so it’s fine if you want to just skim ahead! First a bit of background. I’ve been programming for more than 20 years, starting from Read More »