17 Apr 2014

    by Dave Astels

    One of the capabilities we needed in order to achieve our architectural goals was the ability to load code into our Go app at runtime. Go couldn’t do this. The logical solution was to use an embedded scripting language of some sort. Given my love of Lisp and it’s relative simplicity, I decided that what we needed was an embedded Lisp runtime.

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    14 Apr 2014

    by The SteelSeries Engine Team

    One of our devs, Thane Woidan, and his team won a CS:GO LAN tournament over the weekend. Congrats to Thane and his teammates.

    Also, this is what happens when he gets to work on Monday morning.

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    08 Apr 2014

    by Joel Hunsley (Developer)

    The Go language was designed to be a systems language usable across multiple platforms. It has a number of built-in language and build features that make it ideal for easy cross-platform development. This post covers how we do and do not use these features, with some examples, and some things we’ve found on the way that still aren’t perfect.

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    01 Apr 2014

    by The SteelSeries Engine Team

    We recently released Engine 3.2, with new features and new devices. Let’s look at what 3.2 includes.

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    25 Mar

    GDC 2014

    25 Mar 2014

    by Joel Hunsley (Developer)

    SteelSeries sent two developers to the conference to explore the expo floor, take in the tech talks, and generally check out the show. Here’s my take-away.

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    18 Mar

    Why Go?

    18 Mar 2014

    by Dave Astels

    When we started implementing SteelSeries Engine3, we made the unusual choice of writing a central part of the system in Google’s Go language. In this post, I’ll explore what Go is, why we used it, and what we’re doing with it.

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    14 Mar

    Keyboards

    14 Mar 2014

    by Tino Soelberg

    In 2004 we wanted to enter the keyboard category - this was a very natural step, but we wanted to make sure that we brought something unique to the gaming peripheral industry.

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