Skip to main content


My employer laid a bunch off people yesterday. While I still have a job, this makes me really sad. I feel bad for those people that didn't have a job to go to this morning - some of them have worked here a long time, some of them are good friends, some acquaintances, some I can't really say I know.

I'm sure they will find good jobs elsewhere - unemployment here in Iceland is very low these days, but then again, there aren't that many game developers. For some, this will mean not only changing jobs, but moving to a different country, on a very short notice. While that can be exciting, it can also be very upsetting.

I mostly feel disappointed. I really believed this company had evolved past this sort of behavior. We've seen layoffs here before - it was painful, and we've really made an effort of avoiding getting ourselves into this situation. Or so I thought.

Shifting focus is sometimes - often, maybe - necessary. I just wish companies could do that without letting people go.

Popular posts from this blog

Waiting for an answer

I want to describe my first iteration of exsim, the core server for the large scale simulation I described in my last blog post. A Listener module opens a socket for listening to incoming connections. Once a connection is made, a process is spawned for handling the login and the listener continues listening for new connections. Once logged in, a Player is created, and a Solarsystem is started (if it hasn't already). The solar system also starts a PhysicsProxy, and the player starts a Ship. These are all GenServer processes. The source for this is up on GitHub: Player The player takes ownership of the TCP connection and handles communication with the game client (or bot). Incoming messages are parsed in handle_info/2 and handled by the player or routed to the ship, as appropriate. The player creates the ship in its init/1 function. The state for the player holds the ship and the name of the player. Ship The ship holds the state of the ship - …

Large scale ambitions

Learning new things is important for every developer. I've mentioned this before, and in the spirit of doing just that, I've started a somewhat ambitious project.

I want to do a large-scale simulation, using Elixir and Go, coupled with a physics simulation in C++. I've never done anything in Elixir before, and only played a little bit with Go, but I figure, how hard can it be?

Exsim I've dubbed this project exsim - it's a simulation done in Elixir. Someday I'll think about a more catchy name - for now I'm just focusing on the technical bits. Here's an overview of the system as I see it today:

exsim sits at the heart of it - this is the main server, implemented in Elixir. exsim-physics is the physics simulation. It is implemented in C++, using the Bullet physics library. exsim-physics-viewer is a simple viewer for the state of the physics simulation, written in Go. exsim-bot is a bot for testing exsim, written in Go. exsim-client is the game client, for inter…

Mnesia queries

I've added search and trim to my expiring records module in Erlang. This started out as an in-memory key/value store, that I then migrated over to using Mnesia and eventually to a replicated Mnesia table. The fetch/1 function is already doing a simple query, with match_object. Result=mnesia:match_object(expiring_records, #record{key=Key, value='_', expires_at='_'}, read) The three parameters there are the name of the table - expiring_records, the matching pattern and the lock type (read lock). The fetch/1 function looks up the key as it was added to the table with store/3. If the key is a tuple, we can also do a partial match: Result=mnesia:match_object(expiring_records, #record{key= {'_', "bongo"}, value='_', expires_at='_'}, read) I've added a search/1 function the module that takes in a matching pattern and returns a list of items where the key matches the pattern. Here's the test for the search/1 function: search_partial_…