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From: <cas...@ya...> - 2004-07-07 00:14:16
|
Why don't you try: void __attribute__((cdecl)) foo( int x, int y, int z ); :) -- Ignacio Castaño cas...@ya... --- Brian Hook <ho...@bo...> wrote: > I'd like to be able specify CDECL in a cross-platform manner. On most > x86 compilers there's just the __cdecl keywod: > > void __cdecl foo( int x, int y, int z ); > > GCC, of course, does it completely differently: > > void foo( int x, int y, int z ) __attribute((cdecl)); > > So a simple #define won't work. Now, you can do a kind of convoluted > thing using a define, but damn, it's REAL ugly. > > Is there a cleaner way of doing this? > ______________________________________________ Renovamos el Correo Yahoo!: ¡100 MB GRATIS! Nuevos servicios, más seguridad http://correo.yahoo.es |
From: brian s. <pud...@po...> - 2004-07-06 23:40:47
|
I never came up with anything better than CDECL_PRE and CDECL_POST but that solution sure won't win any beauty contests :). What did the MingW people do for this? All of the Windows API functions are stdcall, and surely they didn't modify every Windows header to change the declarations. They must be able parse them as-is. Maybe there's a solution to be found there? --brian > I'd like to be able specify CDECL in a cross-platform manner. On most > x86 compilers there's just the __cdecl keywod: > > void __cdecl foo( int x, int y, int z ); > > GCC, of course, does it completely differently: > > void foo( int x, int y, int z ) __attribute((cdecl)); > > So a simple #define won't work. Now, you can do a kind of convoluted > thing using a define, but damn, it's REAL ugly. > > Is there a cleaner way of doing this? > |
From: Aaron D. <ri...@in...> - 2004-07-06 22:37:29
|
I've always just used this in my header files: #ifdef __cplusplus extern "C" { #endif // prototypes #ifdef __cplusplus } #endif Doesn't it do the same thing? On Wed, 7 Jul 2004 08:10 am, Brian Hook wrote: > I'd like to be able specify CDECL in a cross-platform manner. On most > x86 compilers there's just the __cdecl keywod: > > void __cdecl foo( int x, int y, int z ); > > GCC, of course, does it completely differently: > > void foo( int x, int y, int z ) __attribute((cdecl)); > > So a simple #define won't work. Now, you can do a kind of convoluted > thing using a define, but damn, it's REAL ugly. > > Is there a cleaner way of doing this? > > > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > digital self defense, top technical experts, no vendor pitches, > unmatched networking opportunities. Visit www.blackhat.com > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU7 -- - Aaron "Today's mighty oak is just yesterday's nut that held its ground." |
From: Brian H. <ho...@bo...> - 2004-07-06 22:11:14
|
I'd like to be able specify CDECL in a cross-platform manner. On most x86 compilers there's just the __cdecl keywod: void __cdecl foo( int x, int y, int z ); GCC, of course, does it completely differently: void foo( int x, int y, int z ) __attribute((cdecl)); So a simple #define won't work. Now, you can do a kind of convoluted thing using a define, but damn, it's REAL ugly. Is there a cleaner way of doing this? |
From: Javier A. <ja...@py...> - 2004-06-30 10:07:54
|
Brian Hook wrote: > For a beat matching game it would seem that you'd need extremely low > latency, right up there with that of professional audio software > (8-16ms or less). Input is inherently laggy, so the measure of professional sound equipment is not really applicable. For most users, I think a latency of 75-100ms between input and sound is very acceptable. Those with a trained ear, and those looking for it, will probably notice up to 40-50ms. Those are the ballpark figures I'd start with. -- Javier Arevalo Pyro Studios |
From: Thatcher U. <tu...@tu...> - 2004-06-30 06:31:32
|
On Jun 30, 2004 at 12:44 -0400, Brian Hook wrote: > > I'm thinking DDR here (Yes, I dance, in my living room, with a > > computer.) there is no latency in the sense that it's one stream of > > music and done. > > Right, the idea I had was beat matching but where you actually play a > sound on the beat instead of just matching the music that's there. > I'm concerned that real latency issues are going to prevent that from > being possible, except with a very hand coded, single platform > implementation. I think you should definitely be able to work around a reasonable amount of latency using some game/audio design. For example, let's say you want to play a special drum sound when the user hits the button at the right time. But due to output audio latency and input processing latency, you may not find out about the button-press until after you need to start playing the drum sound. So one trick would be to design your game so that there is always a "null beat" sound that plays when the user doesn't press the button. Now, design the null beat and the real beat so that the first 50ms, say, sound exactly the same. Then you're golden, you have enough time to substitute the rest of either the null beat or the real beat right after the initial attack. Maybe this makes the real beat less satisfying to the player, maybe not; that would have to be tested. Or maybe a longish constant latency isn't actually so bad. E.g. electric guitarists sometimes stand pretty far from their amps. Sound travels about 1 foot per millisecond, so 20 feet ~= 20 ms. I don't know any drummers that stand 20 feet from their drums though. It would be interesting to make a latency-adjustable virtual drum kit and see how it feels. -- Thatcher Ulrich http://tulrich.com |
From: Brian H. <ho...@bo...> - 2004-06-30 04:54:10
|
> Professional audio guys scoff at anything above 3-4 ms Well, maybe TODAY they do, but I remember not too long ago that if you could get down to 15ms that you were considered doing great. In fact, even today "zero-latency monitoring" is considered a must have. But I digress. > professional audio software achieve this by using professional > grade audio APIs like ASIO - which the drivers for consumer audio > cards don't support (or lie about supporting them - yes, I'm > talking about you, NVIDIA!). Right, there are up to three layers depending on the platform: - the application: 1. Delay between input and dispatching sound 2. Delay between dispatching sound and delivering to API - the API 1. Delay between receiving sound and sending to hardware - the hardware 1. Delay between receiving buffer and generating output Let's say you have a steady 60Hz application. On average the latency to _detect_ a key press is about 8 ms. So that's your floor, on average. If you're doing software mixing you might be looking at an average of 5-50ms of latency depending on how much buffering you need/want (which in turn depends on the underlying system's hardware). Let's call it a 10ms buffer with an audio worker thread that sleeps at 5ms intervals. So now we're at 18ms on average if we're doing our own mixing. Then the API receives an updated buffer, and that in turn probably gets run through a software mixer before heading out to the hardware. Then the hardware gets a shot at it, etc. In the theoretical best case you've got samples and you're mixing straight into the hardware's DMA output buffer, but I don't believe that's reliable in a cross-platform manner (one reason I use software mixing and audio servicing threads -- I just flat out don't trust drivers or APIs anymore after seeing the most trivial things break, e.g. DSound notifications). So call it 25ms latency if you're doing well, and significantly worse if not. I'm not sure if that's acceptable for a rhythm oriented game, which is probably most closely analogous to fighting games. Feh. Brian |
From: Brian H. <ho...@bo...> - 2004-06-30 04:44:51
|
> I'm thinking DDR here (Yes, I dance, in my living room, with a > computer.) there is no latency in the sense that it's one stream of > music and done. Right, the idea I had was beat matching but where you actually play a sound on the beat instead of just matching the music that's there. I'm concerned that real latency issues are going to prevent that from being possible, except with a very hand coded, single platform implementation. Brian |
From: Ivan-Assen I. <iva...@gm...> - 2004-06-29 22:01:04
|
> For a beat matching game it would seem that you'd need extremely low > latency, right up there with that of professional audio software (8-16ms > or less). Professional audio guys scoff at anything above 3-4 ms, and professional audio software achieve this by using professional grade audio APIs like ASIO - which the drivers for consumer audio cards don't support (or lie about supporting them - yes, I'm talking about you, NVIDIA!). Even for something like DDR, I would guess you could live with something on the order of 20-30 ms, though. You can play the piano with latencies in that range - although it gets on your nerves - but with the inherent latency in something like moving your foot to the adjacent foot pad, I guess DDR would be much, much more forgiving. |
From: Lewin, G. <gl...@ea...> - 2004-06-29 21:29:30
|
Not sure exactly what you are doing, but I would have the latency a fixed value, and play the music that much sooner. I'm thinking DDR here (Yes, I dance, in my living room, with a computer.) there is no latency in the sense that it's one stream of music and done. If you want to play an effect each time a button is pressed, on a pc, I think you will find you are pretty much screwed, but I hope you find otherwise :)=20 _________________________________________ Gareth Lewin - http://www.garethlewin.com "Facts are useless. You can use facts to prove anything that's even remotely true. Facts shmacts!" -- Homer Jay Simpson. -----Original Message----- From: Brian Hook [mailto:ho...@bo...]=20 Sent: Tuesday, June 29, 2004 12:33 PM To: gam...@li... Subject: [GD-General] Audio latency I'm curious, how much latency do you guys accept from your audio subsystems? With the amount of layering that occurs, e.g. software application mixing which in turn might go into an API mixing system which in turn goes to a hardware mixer, I can see latencies going up to the hundreds of milliseconds. With my old audio stuff I could crank my buffer up to 500ms, and that was very...bad...feeling. For a beat matching game it would seem that you'd need extremely low latency, right up there with that of professional audio software (8-16ms or less).=20 Thoughts? ------------------------------------------------------- This SF.Net email sponsored by Black Hat Briefings & Training. Attend Black Hat Briefings & Training, Las Vegas July 24-29 - digital self defense, top technical experts, no vendor pitches, unmatched networking opportunities. Visit www.blackhat.com _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 |
From: Brian H. <ho...@bo...> - 2004-06-29 19:33:33
|
I'm curious, how much latency do you guys accept from your audio subsystems? With the amount of layering that occurs, e.g. software application mixing which in turn might go into an API mixing system which in turn goes to a hardware mixer, I can see latencies going up to the hundreds of milliseconds. With my old audio stuff I could crank my buffer up to 500ms, and that was very...bad...feeling. For a beat matching game it would seem that you'd need extremely low latency, right up there with that of professional audio software (8-16ms or less). Thoughts? |
From: Andras B. <bn...@ma...> - 2004-06-18 03:08:53
|
[note: I moved this thread to gamedevlists-windows] I'm also fighting with this problem right now. For me the linking error only happened in the debug build (couldn't figure out why). What I did to solve this was to link against LIBC instead of LIBCD (since I don't really need the debug version of that library anyway).. So now I have my own malloc in place, but this brings some other problems: WinMainCRTStartup calls malloc to allocate some memory, and then uses the Win32 API function ::HeapSize to query the size of that same memory block.. So it assumes, that malloc uses ::HeapAlloc with the handle _crtheap, but of course, in this case, it does not (since it is my routine that gets called instead) So, I'm also stuck.. What can I do? Do I have to roll my own crt routines?? This sounds a bit too hardcore. I would have thought that many people use their own memory manager. But how do they solve these things?? Any ideas are welcome! Thanks, Andras > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On Behalf Of > Brett Bibby > Sent: Tuesday, June 08, 2004 7:58 PM > To: Gam...@li... > Subject: [GD-General] multiply defined functions in libs > > I have no idea where to ask this quesiton, so I guess general might be > okay. > > Recently I have switched our memory management to Doug Lea's malloc and so > far so good. The biggest problem is that I'm trying to drop in and > replace > the normal ansi calls. This generally works although with different side > effects on different platforms. For example, CodeWarrior's linker emits a > warning that multiple "malloc" symbols are defined on Win32, but correctly > chooses to use mine anyway if I set the link order correctly, and emits no > warnings at all on PS2 and GCN and seems to use mine silently (although > the > original malloc is listed in the linker map, just unused!). On MSVC it is > an error and won't build the Win32 version. Since we have 18 target > builds > across mutliple platforms this is messy. I can't remove the offending > libraries without also removing a bunch of needed functions as they are > built into a single library. > > Is there any sort of pragma or some other way to make sure that all > references to memory management functions only see my definition? It > seems > that many people must have done this before.... > > If not, the only way I see to fix this properly is to build custom release > and debug libs from each platform's source and exclude the functions I > want > to remove <shudder>. > > Brett > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: GNOME Foundation > Hackers Unite! GUADEC: The world's #1 Open Source Desktop Event. > GNOME Users and Developers European Conference, 28-30th June in Norway > http://2004/guadec.org > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Stefan B. <Ste...@di...> - 2004-06-09 09:36:13
|
Well, on unix-y linkers, the linker picks the first object module it = finds a symbol in so the order in which you specify your libraries on = the linker command line determines which one will be used. =20 The only really safe way to be really really sure that only your = memory allocators get linked in is to remove all memory allocation = functions from libc though, since there are several "secret" allocation = functions that might get called from within other libc code (malloc_r = etc). Personally I found the GNU LD wrapping options (I think it's = '--wrap-xxxxx') very useful for stuff like memory tracking. =20 As for a general solution which fits all toolsets and platforms, I = don't believe one exists since it's so dependent on the linker/runtime = model. =20 /Stefan ________________________________ Fr=E5n: gam...@li... genom Brett = Bibby Skickat: on 2004-06-09 05:58 Till: Gam...@li... =C4mne: [GD-General] multiply defined functions in libs I have no idea where to ask this quesiton, so I guess general might be = okay. Recently I have switched our memory management to Doug Lea's malloc and = so far so good. The biggest problem is that I'm trying to drop in and = replace the normal ansi calls. This generally works although with different = side effects on different platforms. For example, CodeWarrior's linker emits = a warning that multiple "malloc" symbols are defined on Win32, but = correctly chooses to use mine anyway if I set the link order correctly, and emits = no warnings at all on PS2 and GCN and seems to use mine silently (although = the original malloc is listed in the linker map, just unused!). On MSVC it = is an error and won't build the Win32 version. Since we have 18 target = builds across mutliple platforms this is messy. I can't remove the offending libraries without also removing a bunch of needed functions as they are built into a single library. Is there any sort of pragma or some other way to make sure that all references to memory management functions only see my definition? It = seems that many people must have done this before.... If not, the only way I see to fix this properly is to build custom = release and debug libs from each platform's source and exclude the functions I = want to remove <shudder>. Brett ------------------------------------------------------- This SF.Net email is sponsored by: GNOME Foundation Hackers Unite! GUADEC: The world's #1 Open Source Desktop Event. GNOME Users and Developers European Conference, 28-30th June in Norway http://2004/guadec.org _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Jamie F. <ja...@qu...> - 2004-06-09 08:24:00
|
Don't think there's a single consistent way to do it cross-platform, but generally there's a way to substitute symbols for other symbols, etc., at link time. In gcc, you're after the defsym related functionality of ld (iirc), and i'm pretty sure i remember seeing something similar in the MS visual C++ stuff. Sorry i'm a bit vague, not something i've ever actually had to use :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Brett Bibby Sent: 09 June 2004 04:58 To: Gam...@li... Subject: [GD-General] multiply defined functions in libs I have no idea where to ask this quesiton, so I guess general might be okay. Recently I have switched our memory management to Doug Lea's malloc and so far so good. The biggest problem is that I'm trying to drop in and replace the normal ansi calls. This generally works although with different side effects on different platforms. For example, CodeWarrior's linker emits a warning that multiple "malloc" symbols are defined on Win32, but correctly chooses to use mine anyway if I set the link order correctly, and emits no warnings at all on PS2 and GCN and seems to use mine silently (although the original malloc is listed in the linker map, just unused!). On MSVC it is an error and won't build the Win32 version. Since we have 18 target builds across mutliple platforms this is messy. I can't remove the offending libraries without also removing a bunch of needed functions as they are built into a single library. Is there any sort of pragma or some other way to make sure that all references to memory management functions only see my definition? It seems that many people must have done this before.... If not, the only way I see to fix this properly is to build custom release and debug libs from each platform's source and exclude the functions I want to remove <shudder>. Brett ------------------------------------------------------- This SF.Net email is sponsored by: GNOME Foundation Hackers Unite! GUADEC: The world's #1 Open Source Desktop Event. GNOME Users and Developers European Conference, 28-30th June in Norway http://2004/guadec.org _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.668 / Virus Database: 430 - Release Date: 24/04/2004 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.668 / Virus Database: 430 - Release Date: 24/04/2004 |
From: Brett B. <res...@ga...> - 2004-06-09 03:58:09
|
I have no idea where to ask this quesiton, so I guess general might be okay. Recently I have switched our memory management to Doug Lea's malloc and so far so good. The biggest problem is that I'm trying to drop in and replace the normal ansi calls. This generally works although with different side effects on different platforms. For example, CodeWarrior's linker emits a warning that multiple "malloc" symbols are defined on Win32, but correctly chooses to use mine anyway if I set the link order correctly, and emits no warnings at all on PS2 and GCN and seems to use mine silently (although the original malloc is listed in the linker map, just unused!). On MSVC it is an error and won't build the Win32 version. Since we have 18 target builds across mutliple platforms this is messy. I can't remove the offending libraries without also removing a bunch of needed functions as they are built into a single library. Is there any sort of pragma or some other way to make sure that all references to memory management functions only see my definition? It seems that many people must have done this before.... If not, the only way I see to fix this properly is to build custom release and debug libs from each platform's source and exclude the functions I want to remove <shudder>. Brett |
From: Noel L. <nl...@co...> - 2004-06-09 01:51:38
|
On Tuesday 08 June 2004 08:43 am, CAVEY GERARD wrote: > Someone here spoke about the stress during an interview : > do you think it is really important , do you think the social aspect of the > coder is really important ?Will you deny a good engineer because he doesn t > talk so much ... I'd say the social aspect is extremely important. Game development is a team activity. Any programmer/coder/engineer in a functional team is going to have to interact frequently with other programmers/artists/designers. Someone who can't interact in a normal way with the rest of the team, even in situations of stress and personal critique, could be a liability to the team. But that's very different than not talking very much or not liking the same TV shows as the rest of the team. While on the subject, something else to look for in a team member that I don't think anybody has mentioned: Diversity. Getting people from different backgrounds, different companies (very important!), who approach problems in different ways, think differently, have different hobbies, read different books, and play different games can only strengthen your team in the long run. You just have to keep them from killing each other :-) --Noel Games from Within http://www.gamesfromwithin.com |
From: Antoine C. <a.c...@fr...> - 2004-06-08 21:49:32
|
CAVEY GERARD wrote: >>I'd say that's a result of working with bad programmers. >> >> >Well the question here is how do you define a good programmer ? >Obviously none of us is perfect (except Colin :) ). >Someone here spoke about the stress during an interview : >do you think it is really important , do you think the social aspect of the >coder is really important ?Will you deny a good engineer because he doesn t >talk so much ... > > > I'm not a recruiter, but I think being minimally communicative is important to fit in a team. However, there are people who need a little time to get used to a new work environment and new coworkers. It's my case. I'm about as open, relaxed and joking around after the first few weeks that I'm an autist barely able to even articulate "hello" the first weeks. And I have even no idea why. |
From: Enno R. <en...@de...> - 2004-06-08 20:07:00
|
Nick Trout wrote: >>scott >>On Mon, Jun 07, 2004 at 02:57:46PM -0700, Nick Trout wrote: >> >>>* An interest in Star Trek. Must at least know Jim's middle name. >>> >> >>I don't even know Jim's first name! And besides, don't you want at >>least one member on your team who can introduce you to girls? Or >> protect > >>you from the wallet inspectors? ;) > > > It's Tiberius! (I had to look it up - the shame). I think everyone on my current team would have flunked that question :-) But that's probably because until a few years ago, Trek wasn't shown on norwegian television, so all the geeks here suffer a huge cultural deficit. Having been raised on all flavours of Trek, and grown up with two Trekkie sisters, this is quite strange. But if you interview any norwegians, Nick, cut them some slack :-) Enno -- Tell you what. Let's just issue a mandatory warning at the startup of every Perl script that says: "Don't be stupid." --Larry Wall |
From: Mike W. <mi...@ge...> - 2004-06-08 19:28:49
|
lol yeah i was gonna say something, but thought i might get lynched for blaspheming startrek ;} scott wrote: > On Mon, Jun 07, 2004 at 02:57:46PM -0700, Nick Trout wrote: > >>* An interest in Star Trek. Must at least know Jim's middle name. >> > > > I don't even know Jim's first name! And besides, don't you want at > least one member on your team who can introduce you to girls? Or protect > you from the wallet inspectors? ;) > > scott > -- Mike Wuetherick Gekido Design Group Inc www.gekidodesigns.com (604) 872-6970 |
From: Nick T. <ni...@ro...> - 2004-06-08 18:24:24
|
> scott > On Mon, Jun 07, 2004 at 02:57:46PM -0700, Nick Trout wrote: > > > > * An interest in Star Trek. Must at least know Jim's middle name. > > > I don't even know Jim's first name! And besides, don't you want at > least one member on your team who can introduce you to girls? Or protect > you from the wallet inspectors? ;) It's Tiberius! (I had to look it up - the shame). http://www.starfleetlibrary.com/bios/james_t_kirk.htm I have noticed an unusual interest in Star Trek amongst programmers, well, actually developers, in the past. I attribute this (jokingly), and the seemingly lacking personality skills of _some_ developers to borderline autism. However, that's not always a detrimental comment! See this: http://news.bbc.co.uk/1/hi/health/3380569.stm Autism is much higher in men than women. The following link is interesting: <quote> "Are there essential differences between the male and female brain? My theory is that the female brain is predominantly hard-wired for empathy, and that the male brain is predominantly hard-wired for understanding and building systems. I call it the empathising-systemising (E-S) theory." [...] "Is there an explanation for autism?=20 I argue that people with autism may have an extreme of the male brain - good at systemising, very bad at empathising - and that studying autism with E-S theory in mind, can help increase our understanding of the condition. Two largest sub-groups of autism are classic autism, and Asperger syndrome. Both share certain features: a difficulty in developing social relationships; a difficulty in communication; the presence of unusually strong, narrow interests; and a strong adherence to routines." </quote> See "They just can't help it": http://www.aetheronline.com/mario/Eye-Openers/women_vs_men.htm and there is a test: :-) http://www.guardian.co.uk/life/news/page/0,12983,937443,00.html I'm merely making an observation here. I don't think this is unique to the games industry either. I'm just pointing out a personality type that some of us may recognise. Hell, we might even recognise these traits in ourselves. > CAVEY GERARD > >I'd say that's a result of working with bad programmers. > > Someone here spoke about the stress during an interview : > do you think it is really important , do you think the social aspect of > the > coder is really important ?Will you deny a good engineer because he doesnt > talk so much ... I know I've messed up interviews and exams in the past because of nerves. Exams are unfortunate because you don't get a second chance. If you're unsure you should give someone a second interview, at least phone them up. I would definitely hire someone who was quiet but answered all my questions. We have some great, diligent programmers who hardly say a word, but listen and contribute. It takes all sorts to make a world. Nick |
From: Jamie F. <ja...@qu...> - 2004-06-08 16:06:43
|
I'd agree with what someone else said re. nervousness: it puts a lot of noise in the signal, makes it difficult to know who they really are. The social aspect is important, at least as a hygiene factor; i.e. it's not vital that someone contributes massively to the social side, but it is important they don't detract from it. There are some people i just don't get on with very well (although i'm sure they'll find some group of people they'll get on fine with), and that's the last thing you need every day during a crunch period. It doesn't matter so much if someone doesn't talk much, just so long as when they do they don't piss everyone off :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of CAVEY GERARD Sent: 08 June 2004 16:43 To: 'gam...@li...' Subject: RE: [GD-General] what you look for in a coder... >I'd say that's a result of working with bad programmers. Well the question here is how do you define a good programmer ? Obviously none of us is perfect (except Colin :) ). Someone here spoke about the stress during an interview : do you think it is really important , do you think the social aspect of the coder is really important ?Will you deny a good engineer because he doesn t talk so much ... GC. ************************************************************************* Ce message et toutes les pieces jointes (ci-apres le "message") sont confidentiels et etablis a l'intention exclusive de ses destinataires. Toute utilisation ou diffusion non autorisee est interdite. Tout message electronique est susceptible d'alteration. SG Asset Management et ses filiales declinent toute responsabilite au titre de ce message s'il a ete altere, deforme ou falsifie. Decouvrez l'offre et les services de SG Asset Management sur le site www.sgam.fr ******** This message and any attachments (the "message") are confidential and intended solely for the addressees. Any unauthorised use or dissemination is prohibited. E-mails are susceptible to alteration. Neither SG Asset Management nor any of its subsidiaries or affiliates shall be liable for the message if altered, changed or falsified. ************************************************************************* ------------------------------------------------------- This SF.Net email is sponsored by: GNOME Foundation Hackers Unite! GUADEC: The world's #1 Open Source Desktop Event. GNOME Users and Developers European Conference, 28-30th June in Norway http://2004/guadec.org _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: CAVEY G. <GER...@sg...> - 2004-06-08 15:43:19
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>I'd say that's a result of working with bad programmers. Well the question here is how do you define a good programmer ? Obviously none of us is perfect (except Colin :) ). Someone here spoke about the stress during an interview : do you think it is really important , do you think the social aspect of the coder is really important ?Will you deny a good engineer because he doesn t talk so much ... GC. ************************************************************************* Ce message et toutes les pieces jointes (ci-apres le "message") sont confidentiels et etablis a l'intention exclusive de ses destinataires. Toute utilisation ou diffusion non autorisee est interdite. Tout message electronique est susceptible d'alteration. SG Asset Management et ses filiales declinent toute responsabilite au titre de ce message s'il a ete altere, deforme ou falsifie. Decouvrez l'offre et les services de SG Asset Management sur le site www.sgam.fr ******** This message and any attachments (the "message") are confidential and intended solely for the addressees. Any unauthorised use or dissemination is prohibited. E-mails are susceptible to alteration. Neither SG Asset Management nor any of its subsidiaries or affiliates shall be liable for the message if altered, changed or falsified. ************************************************************************* |
From: Richard F. <gd...@th...> - 2004-06-08 15:18:03
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I concur. no matter how good Mr Fahey may actually be, the problem of pride versus humility is a tough one. You don't want little cowering programmers that never question your authority do you, but at the same time, you don't want a bolshy "i know best" kind of guy. We had a programmer come in late on our project "I'm a great programmer", he said, "Worked on games like F1GP4", and indeed he was fast at coding. The thing was, he caused quite considerable time loss due to hacking the game "to make it work for the milestone". He also left in some legacy inconsistencies that only came out in the sequel (by the way this really wasn't a game worth rewriting from scratch) I'm not saying that he was a bad coder, we all make mistakes (apart from Mr Fahey, wink wink), but he did cause us greif in the long run, and if you like working for your company, and you like your company working, thats the run that matters the most. So on reflection, i find it hard to justify his presence on the project. We would have been far better off had we introduced a cheaper (agency rates are horrendous) coder, earlier on in the schedule. But it wasn't up to me then. Tis now. So I will. ------------------ On the other hand I may be talking complete drivel. ------------------ > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Javier Arevalo > Sent: 08 June 2004 03:52 PM > To: gam...@li... > Subject: Re: [GD-General] what you look for in a coder... > > > Colin Fahey wrote: > > > I consider myself an extremely good "coder" and "software > engineer". I > > cheerfully assisted several teams in reaching project > goals, and I was > > liked by fellow programmers and by other members of the > team (such as > > artists, managers, hardware engineers, etc). > > > > I only mention those things to support my assertion that > the following > > opinions are meaningful: > > If you told me that during an interview you'd be in serious > trouble. Ahh the irony! :-) > > -- > Javier Arevalo > Pyro Studios > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: GNOME Foundation > Hackers Unite! GUADEC: The world's #1 Open Source Desktop > Event. GNOME Users and Developers European Conference, > 28-30th June in Norway http://2004/guadec.org > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Mat N. \(BUNGIE\) <mat...@mi...> - 2004-06-08 15:16:27
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I'd say that's a result of working with bad programmers. MSN -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Jamie Fowlston Sent: Tuesday, June 08, 2004 8:12 AM To: gam...@li... Subject: RE: [GD-General] what you look for in a coder... The bit that really made me sit up was this: <colin> that's how I regard most other programmers: sometimes well-intentioned, but mostly liabilities </colin> :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Javier Arevalo Sent: 08 June 2004 15:52 To: gam...@li... Subject: Re: [GD-General] what you look for in a coder... Colin Fahey wrote: > I consider myself an extremely good "coder" and "software engineer". > I cheerfully assisted several teams in reaching project goals, and I > was liked by fellow programmers and by other members of the team > (such as artists, managers, hardware engineers, etc). > > I only mention those things to support my assertion that the > following opinions are meaningful: If you told me that during an interview you'd be in serious trouble. Ahh the irony! :-) -- Javier Arevalo Pyro Studios ------------------------------------------------------- This SF.Net email is sponsored by: GNOME Foundation Hackers Unite! GUADEC: The world's #1 Open Source Desktop Event. GNOME Users and Developers European Conference, 28-30th June in Norway http://2004/guadec.org _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 ------------------------------------------------------- This SF.Net email is sponsored by: GNOME Foundation Hackers Unite! GUADEC: The world's #1 Open Source Desktop Event. GNOME Users and Developers European Conference, 28-30th June in Norway http://2004/guadec.org _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Jamie F. <ja...@qu...> - 2004-06-08 15:11:35
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The bit that really made me sit up was this: <colin> that's how I regard most other programmers: sometimes well-intentioned, but mostly liabilities </colin> :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Javier Arevalo Sent: 08 June 2004 15:52 To: gam...@li... Subject: Re: [GD-General] what you look for in a coder... Colin Fahey wrote: > I consider myself an extremely good "coder" and "software engineer". > I cheerfully assisted several teams in reaching project goals, and I > was liked by fellow programmers and by other members of the team > (such as artists, managers, hardware engineers, etc). > > I only mention those things to support my assertion that the > following opinions are meaningful: If you told me that during an interview you'd be in serious trouble. Ahh the irony! :-) -- Javier Arevalo Pyro Studios ------------------------------------------------------- This SF.Net email is sponsored by: GNOME Foundation Hackers Unite! GUADEC: The world's #1 Open Source Desktop Event. GNOME Users and Developers European Conference, 28-30th June in Norway http://2004/guadec.org _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |