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mikulas_florek
searching PlanetScale…
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61.
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by
mikulas_florek
10y ago
Would you prefer them looking at your CV and immediately reject you without giving you a chance == test?
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mikulas_florek
10y ago
> Paying for the work shows you are serious about the recruitment. In that case candidates should also pay companies to show they are serious about the position
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mikulas_florek
10y ago
Everything depends on the project (e.g. programming games is different than making web apps), but: > When was the last time you can honestly say you used a whiteboard to solve a programming problem Every time there is some interesting ha
64.
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mikulas_florek
10y ago
An hour of time for a homework is completely fine. A whiteboard interview would consume much more of both party's time. Just travelling there and back can easily take an hour of applicant's time. I used to invite people for an int
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mikulas_florek
10y ago
Yes, but how many "usability studies" are done for writing software? I've seen onle a few and people write articles like this without any proofs daily.
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mikulas_florek
10y ago
Science is hard, especially if done properly. The least they could do is to spit teams in two groups, based on whether they use a technique or not (e.g. unit testing, using OOP) and see if it makes any difference. It's far from perfect
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mikulas_florek
10y ago
I expected some science, however it's just subjective rules backed by nothing substantial.
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mikulas_florek
10y ago
Yes, I was talking about full-fledged debugger. Even VC++ quite often prints the whole stack when there is an error in template code, but the messages can be tens of lines long, and sometimes do not contain all the necessary information. Th
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mikulas_florek
10y ago
Indeed, yet nobody does that.
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mikulas_florek
10y ago
Not that I would not accept higher salary, but I don't think it's pennies. It's way above average salary in general, and probably average in software industry. Not many game companies earn billions (except some outliers like
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mikulas_florek
10y ago
> "grow my career by preparing for interviews in my free time" mindset That must be sad life, is this common? I work as game programmer and me and almost every other game programmer I know code for fun, and we are not paid very
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mikulas_florek
10y ago
I just tried to open UE 4.14.2 (no scene) - it took 140seconds, how is that not resource heavy? Opening some basic project - 15 seconds. Making a small change in my plugin and compiling it ~2minutes. Intellisense are quite slow, VisualAssis
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mikulas_florek
10y ago
No engine is guaranteed to be maintained, not even the UE/Unity. Look at CryEngine, once a big, popular engine. Now with all the CryTek's problems, I would not bet it won't get dumped.
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mikulas_florek
10y ago
I wish Unity make their code public, they might be publishing a bit of code but most of it is still hidden.
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mikulas_florek
10y ago
You/I/Anybody can not change the license retrocatively. It means that current source code is MIT and it always will be. I/Anybody might fork the engine under different license or even close source it, but that won't chan
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mikulas_florek
10y ago
I've seen it several times, however it's quite confusing what it really is. From their webpage: > The goal of Armory is to bring real-time rendering to artists. Everything is fully integrated into Blender, turning it into a com
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mikulas_florek
10y ago
Urho is so much much more than Ogre3D and it's definitely not a clone of Ogre3D. It's full game engine with a lot of features - audio, physics, navigation, ... while Ogre is basically just rendering library. And Urho's render
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mikulas_florek
10y ago
Indeed, you might have a point. VR seems to be extremely popular amongst developers at the moment, and they are users of game engines.
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mikulas_florek
10y ago
I am not sure that game industry has a religion about proprietary software, they use a lot of open source libraries. But you need a lot of tools to make a game - GUI editor, animation graph editor, audio editor, cutscene editor, AI editor .
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mikulas_florek
10y ago
It's all just subjective, nothing of this is proven by any research. From my experience from several game studios (I admit the sample is too small to be relevant) quality of their games was inverse to quality of the tools. Stuff like
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mikulas_florek
10y ago
Indeed, and even the new GUI is very limited. Also other tools are not really great, e.g. animation graphs. But I consider this Unity's way the cause of it's success. To make good tools you have to taylor it to specific use case,
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mikulas_florek
10y ago
> So, what is so special about programming that makes people want to share their work for free? I created my engine for myself, I guess a lot of open source projects start with one person solving his problem/having fun. I open sourc
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mikulas_florek
10y ago
Yes, it might be a trap. However you could at least: * submit a patch * find out that it's specific behaviour causing the bug and avoid it * now how to optimized your code * know how things work - Unity's docs misses a lot of deta
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mikulas_florek
10y ago
From experience (old gen and next gen consoles) there is 0 cooperation from manufacturer that you really need, other than available SDK and docs. Yes there are bugs in compilers and the consoles themselves (firmware, HW) but you can usually
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mikulas_florek
10y ago
It is said that restrictions boost creativity and I've seen artists do amazing things even though their tools were complete crap. Question is how important tools really are. I would argue that vanilla Unity tools are nothing special an
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mikulas_florek
10y ago
Must-have necessary evil :) Anyway, I do not agree with all the stuff in the linked article. He was just used as an example for need of programmer-focused engines.
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mikulas_florek
10y ago
VR is so minor market at the moment that it's just not worth to support in general engine with limited resources.
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mikulas_florek
10y ago
> I suspect WebAssembly is going to create a niche for very lightweight engines optimized for download footprint, too. I wanted to create a simple 2D game once, aiming for lot of platforms, including mobile and web. Most engines (I looke
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mikulas_florek
10y ago
It's a performance optimizations at the moment, since there is much less types. However I know this is an issue for the future and I have a solution prepared.
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mikulas_florek
10y ago
Indeed, I'm using several open source libraries in the engine and I am not afraid they would die. Because even if they did, I would just continue changing them on my own. I think it's less risky than using e.g. CryEngine, since re
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