What's New in Engine 3.2.2
by The SteelSeries Engine Team
Engine 3.2.2 is primarily a maintenance release. Here’s what’s new:
Engine 3.2.2 is primarily a maintenance release. Here’s what’s new:
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.
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.
Engine 3.2.1 is primarily a maintenance release. Here’s what’s new:
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.
We recently released Engine 3.2, with new features and new devices. Let’s look at what 3.2 includes.
GDC 2014 was my first time ever attending GDC, even though prior to SteelSeries, I had been in the game industry making games for 13 years. I had always wanted to go, but it just never worked out for me.
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.
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.
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.