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    Software How-To

    Software Engineering Daily

    Technical interviews about software topics.

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    Latest Episodes:
    Building Software That People Love Jun 30, 2026
    Show notes

    Building great software always involves technical problem solving, but the best software goes beyond function. It feels fluid, coherent, and genuinely fun to use. This quality lives at the intersection of engineering and design, and very few teams know how to reliably produce it.

    Metalab is an engineering and design studio that has worked with some of the most successful companies in tech, including Apple, Slack, Uber, and Instacart. The studio is known for bringing together software engineering and design craft in a way that few studios can match.

    Wesley Yu is the VP of Engineering at Metalab, where he leads the teams that design and build digital products for early-stage companies. In this episode, Wesley joins Josh Goldberg to discuss how Metalab approaches tech stack selection for client projects, why agency work demands a bias toward boring and stable technology, how iterative development and deliberately ugly apps lead to better final products, and how AI tools are changing the boundary between design and engineering.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post Building Software That People Love appeared first on Software Engineering Daily.


    Mina the Hollower Jun 25, 2026
    Show notes

    Yacht Club Games is the studio behind the acclaimed Shovel Knight franchise. Their latest release is Mina the Hollower, which is a top-down action RPG inspired by classic Zelda and Castlevania titles. After many years in development, the game recently launched to widespread critical acclaim.

    David D’Angelo is a lead programmer at Yacht Club Games. In this episode, David joins Joe Nash to discuss the custom C++ engine built for Mina the Hollower, how the team approached Game Boy Color art constraints and audio in a modern rendering pipeline, the game’s Castlevania-inspired combat philosophy, how the open world manages saving and collision without load screens, and more.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post Mina the Hollower appeared first on Software Engineering Daily.


    Foundation Models for Structured Data Jun 23, 2026
    Show notes

    Predictive modeling is a core element in modern systems, and powers capabilities such as fraud detection, loan approvals, and recommendation systems. These systems typically operate on structured, relational data stored in enterprise databases, with rows, columns, and interlinked tables. While computer vision and natural language processing have undergone a neural network revolution, the tabular data layer underpinning predictive modeling still largely relies on manual feature engineering and task-specific models.

    Relational deep learning proposes a new approach. It treats databases as graphs and applies transformer-style attention mechanisms directly over structured relational data. Researchers are now building foundation models for tabular data that aim to generalize across predictive tasks without painstaking feature engineering.

    Jure Leskovec is a Professor of Computer Science at Stanford University and he previously served as Chief Scientist at Pinterest and was an investigator at the Chan Zuckerberg Biohub. Most recently, he co-founded the machine learning startup, Kumo.AI.

    In this episode, Jure joins Sean Falconer to discuss the limitations of traditional predictive modeling, why structured enterprise data requires its own modality-specific neural architectures, how graph transformers generalize attention to relational databases, and more.

    The post Foundation Models for Structured Data appeared first on Software Engineering Daily.


    Biome and the Future of JavaScript Tooling Jun 18, 2026
    Show notes

    Modern web development requires an ever-growing collection of tools including formatters, linters, bundlers, and plugins. Each tool typically has its own configuration, dependencies, and performance cost. As applications grow more complex, the overhead of maintaining this toolchain becomes a real burden.

    Biome is an open source toolchain for web projects that brings formatting and linting together in a single fast, opinionated tool. It’s built in Rust and is designed to be a drop-in replacement for Prettier and ESLint, with sensible defaults, minimal configuration, and consistent behavior across the CLI and editor environments. Biome also introduces a module graph that enables cross-file analysis, and type-aware lint rules that don’t require the TypeScript compiler.

    Emanuele Stoppa, known as Ema, is a Senior Systems Engineer at Cloudflare, a lead at Astro, and the creator and lead maintainer of Biome. In this episode, Ema joins Josh Goldberg to discuss the history of Biome, how linters and formatters work under the hood, what makes Biome’s architecture fundamentally different from the tools it replaces, and what’s coming next for the project and its community.

    Josh Goldberg is an independent full time open source developer in the TypeScript ecosystem. He works on projects that help developers write better TypeScript more easily, most notably on typescript-eslint: the tooling that enables ESLint and Prettier to run on TypeScript code. Josh regularly contributes to open source projects in the ecosystem such as ESLint and TypeScript. Josh is a Microsoft MVP for developer technologies and the author of the acclaimed Learning TypeScript (O’Reilly), a cherished resource for any developer seeking to learn TypeScript without any prior experience outside of JavaScript. Josh regularly presents talks and workshops at bootcamps, conferences, and meetups to share knowledge on TypeScript, static analysis, open source, and general frontend and web development.

    Please click here to see the transcript of this episode.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post Biome and the Future of JavaScript Tooling appeared first on Software Engineering Daily.


    Preparing for Q-Day Jun 16, 2026
    Show notes

    Most of the cryptography securing the internet today rests on mathematical problems that classical computers cannot solve in any reasonable timeframe. That assumption is now being tested. Recent advances in quantum computing have dramatically compressed timelines, and many in the industry have set a target of full post-quantum security by 2029, meaning a complete migration to algorithms designed to remain secure against quantum attacks.

    Bas Westerbaan is a cryptography engineer at Cloudflare, where he leads the company’s efforts to migrate to post-quantum cryptography. In this episode, Bas joins Kevin Ball to discuss how quantum computers threaten public key cryptography, what post-quantum algorithms actually are and how they work, the timeline shifts that have made quantum readiness feel so urgent, and what software engineers need to do now to prepare their systems.

    Kevin Ball or KBall, is the vice president of engineering at Mento and an independent coach for engineers and engineering leaders. He co-founded and served as CTO for two companies, founded the San Diego JavaScript meetup, and organizes the AI inaction discussion group through Latent Space.

    Please click here to see the transcript of this episode.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post Preparing for Q-Day appeared first on Software Engineering Daily.


    Developing Multiplayer Games in Godot Jun 11, 2026
    Show notes

    Multiplayer games are among the hardest software systems to build, requiring developers to synchronize state across unreliable networks while maintaining fairness, performance, and a responsive player experience. Latency, cheating, server costs, and debugging distributed game logic all introduce complexity that single-player games never encounter.

    Dome Keeper is a minimalist tower defense game with roguelike elements where players must protect a fragile glass dome from relentless waves of alien attackers. The game was developed with the Godot Engine and released in 2022. More recently, the development team embarked on the challenge of adding multiplayer to the game.

    René Habermann is the founder of Bippinbits and the creator of Dome Keeper. Chris Ridenour is the founder of KAR Games, which is Godot focused studio that developed Drift: Space Survival. Chris is now working with the Dome Keeper team to bring multiplayer to the game. René and Chris join the show to talk about the origins of Dome Keeper, developing the game, and the process of adding multiplayer to a Godot game.

    Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.

    Please click here to see the transcript of this episode.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post Developing Multiplayer Games in Godot appeared first on Software Engineering Daily.


    SED News: Apple’s AI Problem, The Real Business Model of AI, and Token Cost Reckoning Jun 09, 2026
    Show notes

    SED News is a monthly podcast from Software Engineering Daily where hosts Gregor Vand and Sean Falconer unpack the biggest stories shaping software engineering, Silicon Valley, and the broader tech industry.

    In this episode, they cover Apple‘s uncertain path beyond the iPhone. They also discuss Google‘s agentic pivot at Google I/O, a surge in DuckDuckGo traffic following Google’s default switch to AI mode, and payroll platform Remote surpassing 300 million in ARR with flat headcount.

    Gregor and Sean also dig into why consumer subscriptions don’t seem to correspond to actual costs, how enterprise is quietly subsidizing the AI economy, why the true moat has shifted from model quality to context management and agentic harness, and what the coming wave of token cost optimization might look like as companies start scrutinizing their AI bills.

    Finally, they highlight standout threads from Hacker News including Doom running on a travel router touchscreen, a viral post asking whether AI productivity gains should translate to a day off, YouTube‘s move to automatically label AI-generated content, and SimCity 3000 running in 4K.

    Gregor Vand is a security-focused technologist, having previously been a CTO across cybersecurity, cyber insurance and general software engineering companies. He is based in Singapore and can be found via his profile at vand.hk or on LinkedIn.

    Sean’s been an academic, startup founder, and Googler. He has published works covering a wide range of topics from AI to quantum computing. Currently, Sean is an AI Entrepreneur in Residence at Confluent where he works on AI strategy and thought leadership. You can connect with Sean on LinkedIn.

    Please click here to see the transcript of this episode.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post SED News: Apple’s AI Problem, The Real Business Model of AI, and Token Cost Reckoning appeared first on Software Engineering Daily.


    Web Native Game Development Jun 04, 2026
    Show notes

    The web has quietly become one of the most capable platforms for game development. Advances in WebAssembly, WebGL, and WebGPU have given developers tools that rival native desktop performance, while game engines like Unity and Godot have added robust web export pipelines. However, building games for the browser comes with its own set of constraints including file size, browser compatibility, and the need to quickly capture and maintain the player’s attention.

    Erik Dubbelboer is a Principal Engineer at Poki which is a web games platform serving over 100 million monthly users. He’s also a game developer himself, with titles including Silly Skies and Village Builder. His unusual position building developer tools that power the platform, while also shipping games on it, gives him a rare perspective on what it actually takes to succeed in web game development.

    In this episode, Erik joins Joe Nash to discuss the history of web games from the Flash era to today’s renaissance, how WebAssembly and WebGPU have transformed what is possible in the browser, the tradeoffs between different game engines for web publishing, and more.

    Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.

    Please click here to see the transcript of this episode.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post Web Native Game Development appeared first on Software Engineering Daily.


    The Hardware Bottleneck AI Can’t Fix Jun 02, 2026
    Show notes

    Software engineering has developed powerful tools for observability, data management, and continuous testing, but hardware engineering has largely not kept pace. The feedback loops, tooling, and infrastructure that software engineers take for granted simply do not exist in most hardware programs.

    Nominal is a data platform built to help hardware organizations move at the same speed as software teams. It manages the hardware data supply chain end to end, from ingesting high-frequency sensor data off physical assets to enabling real-time control room monitoring, post-test analysis, and simulation correlation.

    Jason Hoch is the co-founder and CTO of Nominal, and he has a background spanning distributed data systems at Palantir and cloud infrastructure at Vercel. In this episode, Jason joins Kevin Ball to discuss why hardware engineering has lagged so far behind software in tooling and observability, the unique data challenges of working with high-frequency time series sensor data, how Nominal handles both real-time control room workflows and post-test analysis, why AI agents are transforming software development but have not yet made the same leap in hardware, and what it would take to close that gap.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post The Hardware Bottleneck AI Can’t Fix appeared first on Software Engineering Daily.


    Autonomous Drone Delivery at Scale May 28, 2026
    Show notes

    Autonomous drone delivery has long been the stuff of science fiction, but ongoing advances have moved the space from experimental to operational. Zipline is one of the leading companies in this space, with drones that charge between missions and fly autonomously to deliver packages directly to customers.

    Kyle Madonia is the VP of Application Software and IT at Zipline, and she previously spent a decade as an engineer at SpaceX. In this episode, Kyle joins Gregor Vand to discuss how Zipline’s software stack powers end-to-end autonomous delivery, the engineering challenges of managing drone fleets at scale, and how the team approaches software releases for safety-critical systems.

    Gregor Vand is a security-focused technologist, having previously been a CTO across cybersecurity, cyber insurance and general software engineering companies. He is based in Singapore and can be found via his profile at vand.hk or on LinkedIn.

    Please click here to see the transcript of this episode.

    Sponsorship inquiries: sponsor@softwareengineeringdaily.com

    The post Autonomous Drone Delivery at Scale appeared first on Software Engineering Daily.


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