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From: Javier A. <ja...@py...> - 2004-06-08 14:45:03
|
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 |
From: scott <sco...@es...> - 2004-06-08 14:43:01
|
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 -- -------------------------------------------------------------------- scott jacobs sco...@es... -------------------------------------------------------------------- |
From: Enno R. <en...@de...> - 2004-06-08 09:05:23
|
We actually have a programming test that we use in addition to looking at the applicant's code samples. It's a fairly mean test, in that it has some exotic stuff in there that we wouldn't like to see one of our programmers do. Still, my experience is that you'll come across this kind of code and you'll have to debug it. It's all great if you can write your own code, but in a team and working with different middleware you need to be able to understand other people's code, too. I find that talking with them about the test (and especially the things they didn't figure out) helps me get a pretty good idea of what kind of programmer they are. One of our biggest problem these days is education focusing on Java almost exclusively. We need strong C++ programmers, and the education system is producing mediocre Java coders. Enno. -- Nothing great has ever been accomplished without passion. (Georg Wilhelm Friedrich Hegel, 1770-1831) |
From: Richard F. <gd...@th...> - 2004-06-08 08:02:05
|
that's a really good idea: you never want an average coder that thinks his code is great. got one of them already... fabs(); > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Kent Quirk > Sent: 07 June 2004 10:38 PM > To: gam...@li... > Subject: Re: [GD-General] what you look for in a coder... > > > At 09:28 AM 6/7/2004, you wrote: > >I also try to find out how "honest" they are, heh not in > terms of being > >liars or criminals, but how willing they are to have > opinions, propose > >their own choices, and debate them; some people go too far > >(opinionated, stubborn, not willing to compromise), and some people > >don't go far enough (waiting for you to express a view > before they go > >and nod in agreement). > > > One thing I do is ask people to bring some code they're proud > of to the > interview. I *hate* programming tests. I think if you ask > someone about > their code and start poking at it, they can either tell you > what they did > and (at least as important) what they didn't do during the design and > implementation of that code. The other way to push at this is > to poke holes > in their design for a while -- why'd you do this? Wouldn't it > have been > better if you did X instead? That kind of questioning exposes their > knowledge of the code and design, and also helps you to > understand their > give and take in a discussion. Do they take criticism well? Do they > interact with you or shut down? If you want a good team > member, that kind > of thing is important. > > Of course, I always tell them afterward why I did that, just > so they know > that I'm not always that aggressive in practice. ;-) > > > > > ---- > Kent Quirk > CTO, CogniToy > > > > ------------------------------------------------------- > 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: Nick T. <ni...@ro...> - 2004-06-08 01:55:42
|
> Bryan Wagstaff > > where you don't get a strong > > feeling either way. Often candidates are nervous and not > > quite themselves (offer them a belt of scotch! ;-D). >=20 > Bad idea. >=20 > If you are the job hunter, it might loosen you up, but what might come out > of > that? I've heard some pretty bad stories where a single drink ended up > with a > candidate saying the wrong things or leading to a few more drinks and > getting > drunk. >=20 > If you are the interviewer, (US) federal law prohibits discrimination > based on > based religious beliefs or on past alcohol use or abuse. I can very > easily > see a turned-down applicant come back with a lawsuit saying "He offered me > a > drink, he was trying to find out if I was (part of a non-drinking religion > | a > past alcohol abuser )." >=20 > Either way, it opens up the doors to bad situations. Ah the wonderous US legal system; I'll scratch your back, you sue me for assault. I was joking about offering slugs of scotch, but I take your point. We often take candidates to lunch but it's totally up to the candidate what they drink. Getting them out of the office atmosphere helps break the ice.=20 Nick |
From: Bryan W. <br...@xm...> - 2004-06-07 22:53:24
|
> where you don't get a strong=20 > feeling either way. Often candidates are nervous and not=20 > quite themselves (offer them a belt of scotch! ;-D).=20 Bad idea. If you are the job hunter, it might loosen you up, but what might come = out of that? I've heard some pretty bad stories where a single drink ended up = with a candidate saying the wrong things or leading to a few more drinks and = getting drunk. If you are the interviewer, (US) federal law prohibits discrimination = based on based religious beliefs or on past alcohol use or abuse. I can very = easily see a turned-down applicant come back with a lawsuit saying "He offered = me a drink, he was trying to find out if I was (part of a non-drinking = religion | a past alcohol abuser )." =20 Either way, it opens up the doors to bad situations. bryanw. |
From: Nick T. <ni...@ro...> - 2004-06-07 21:57:51
|
> On Behalf Of Richard Fabian > I've just been elevated to tech lead, and as a small company, we need > good guys first time round (can't waste ages finding out people aren't > up to the job), so my question is: what do you guys consider important > when hiring a coder? That's an interesting question and I like the replies so far. Sometimes you just click with someone and you know they would be a good bet. A lot of what you are looking for is categorised as experience, but to dissect this, I think I look for: * Good understanding of language syntax and features. If you don't understand the language you are programming in, how can you define precisely what you want to do, schedule, find problems and refine. Years of C++ experience doesn't necessarily mean someone is good at OO or design, which after all are the reasons for those features. * Vertical knowledge. Do you know your stuff from high level to hardware? Often you need to design with performance in mind or fix hardware abstractions. * Understanding of the process of making games. You don't have to be a lead but knowing why a project was successful or failed is important. Projects rarely succeed just because a team wrote kick ass code. Even newbies from college have worked on team projects and should have an idea of what dynamics can cause success and failure. * Versatility (horizontal knowledge). Programmers rarely stick to one job for the duration of a project. The greater understanding you have of the whole, the better you have of the parts. * Communication skills. Can you explain things in clear, concise manner? Can you expand on a point? Do you have *insight*? In the event that you don't know something, do you admit it and say how you'd go about finding a solution, or do you start making one up (unconvincingly!)? * People that have the personality skills to fit into a team. This relies equally on the project management team not creating a hostile environment. People having hobbies outside the work environment is a good thing and should be encouraged as is makes people more rounded and not so bitter about work. Staring at code 24-7 is not good for the soul. Being able to escape leads to fresh ideas.=20 * Disciplined, focussed, enthusiasm. There's a certain level of pathological commitment, enthusiasm and determination that makes a good game developer (N.B. not just programmers). The ability to commit when necessary, innovate and be self reliant, but in a disciplined manner. People who write their own rules cause problems. * Humility is an important human quality to avoid prima donnas. * Sense of humour! When the shit hits the fan... :) * An interest in Star Trek. Must at least know Jim's middle name. I'm certainly don't know everything (reading GD-algorithms confirms this!!), but I don't have to know everything if we have our bases covered on our teams. So you're looking for people that fill the gaps and make you feel confident. You must have a clear picture in your mind of the hole this person is going to fill in the team (just like if you were going to buy a player for a soccer team!). I think an important point is that more than one person interview a candidate, including different disciplines, e.g. a producer and a programmer, and maybe even an artist or designer. Also, do a programming test of some form. Sometimes you end up in the grey zone, where you don't get a strong feeling either way. Often candidates are nervous and not quite themselves (offer them a belt of scotch! ;-D). Discussing the candidate and studying their test after the interview generally swings your decision one way or the other.=20 Nick |
From: Kent Q. <ken...@co...> - 2004-06-07 21:38:20
|
At 09:28 AM 6/7/2004, you wrote: >I also try to find out how "honest" they are, heh not in terms of being >liars or criminals, but how willing they are to have opinions, propose their >own choices, and debate them; some people go too far (opinionated, stubborn, >not willing to compromise), and some people don't go far enough (waiting for >you to express a view before they go and nod in agreement). One thing I do is ask people to bring some code they're proud of to the interview. I *hate* programming tests. I think if you ask someone about their code and start poking at it, they can either tell you what they did and (at least as important) what they didn't do during the design and implementation of that code. The other way to push at this is to poke holes in their design for a while -- why'd you do this? Wouldn't it have been better if you did X instead? That kind of questioning exposes their knowledge of the code and design, and also helps you to understand their give and take in a discussion. Do they take criticism well? Do they interact with you or shut down? If you want a good team member, that kind of thing is important. Of course, I always tell them afterward why I did that, just so they know that I'm not always that aggressive in practice. ;-) ---- Kent Quirk CTO, CogniToy |
From: Peter L. <pe...@to...> - 2004-06-07 15:59:50
|
> I don t really agree with the conclusion , and the history of Mr Carmack > is the best example (note that i don t know very much about his personnal > history), IMO we need those cowboys and they re perfect for jobs like lead > coder . > You must have a significantly different definition of 'lead coder' than I do. A "lead" as the word implies needs to lead the rest of the team in a way that they can follow. Noel's definition of cowboy makes clear that won't happen. A 'hero' (again, by his definition) maybe can. Of course these, like all categories of people, allow for a lot of spillover. If you have a very competent team, there's room for more cowboy-style coding, because no-one will be in a position where they can't handle the code. But in most cases, having a consistent design philosophy throughout the code that's transparent and easy to follow will make the team as a whole more capable. It's easier to discuss how each person's tasks can be accomplished if the system's constructed more simply. Someone once told me that Seymour Cray's big advantage was that he could hold mental images of larger circuits than anyone else; it seems a good metaphor for coders too. The interfaces between components are ideally a lot simpler than the inner workings of those components - and I suspect that's one characteristic of cowboys: their systems are bigger and have more internal complexity. You can have a cowboy on the team, as long as the real lead can do his job - which is ensuring that everyone's work integrates well into the common code base. So the lead better be damn near as good a coder as the cowboy, without the loner traits, as well as having all the 'people skills' to manage the personality issues that will certainly arise. Peter |
From: CAVEY G. <GER...@sg...> - 2004-06-07 14:32:01
|
Hi >http://www.gamesfromwithin.com I ve just read the article about the cowboy coders in the game industry that i found in your website , it s very interesting and so realistic ! I don t really agree with the conclusion , and the history of Mr = Carmack is the best example (note that i don t know very much about his = personnal history), IMO we need those cowboys and they re perfect for jobs like = lead coder . However I agree there s cons like their interest that is generally = focused around the rendering techs (don t ask them to write a dev tool ! ) but i think common coders can only produce common product.Can you tell me why quake engine had so = much success ? If you can give the interesting part to your cowboy he will produce much more than others and quicker , using tricks that one on = the team knew ! As a conclusion i guess everybody here will agree with the fact that = these cowboys are easily identified :) Regards 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.=20 Tout message electronique est susceptible d'alteration.=20 SG Asset Management et ses filiales declinent toute responsabilite au = titre de ce message s'il a ete altere, deforme ou falsifie. D=E9couvrez l'offre et les services de SG Asset Management sur le site www.sgam.fr=20 ******** This message and any attachments (the "message") are confidential and intended solely for the addressees. Any unauthorised use or dissemination is prohibited.=20 E-mails are susceptible to alteration. =20 Neither SG Asset Management nor any of its subsidiaries or affiliates = shall be liable for the message if altered, changed or falsified.=20 ************************************************************************= * |
From: Noel L. <nl...@co...> - 2004-06-07 13:59:20
|
On Monday 07 June 2004 02:56 am, Richard Fabian wrote: > so my question is: what do you guys consider important > when hiring a coder? Personally, one of the main things I look for is whether they're learning new things on their own. People who don't learn anything new usually either feel they have nothing to learn (uh, oh!) or they're not motivated enough to look beyond their assigned tasks. But probably the one single, biggest thing I'm looking for is whether they can work as part of a team. A guy can be the best "coder" in the world, but if he can't work well with the rest of the team is going to be pretty useless. A lot of this is just gut feeling and it requires that personalities "click" together. Once you have those two basis covered, the rest is relatively easy stuff. Specific knowledge of languages and APIs comes by pretty easily (remember, they're willing to learn new things). --Noel Games from Within http://www.gamesfromwithin.com |
From: Javier A. <ja...@py...> - 2004-06-07 13:21:20
|
Jamie Fowlston wrote: > The most reliable bad sign i know is just a 'bad feeling'. If someone > manages to give you a bad feeling over the course of an interview, > that tends to mean something isn't going to work. I don't think i've > ever come across a case where someone was hired despite a bad > feeling, and turned out good. > > These aren't terribly scientific or easy to measure, but that's > people for you :) This is spot on - it's hard to reject somebody without being able to explain it in formal terms, but previous history shows that it in fact works. After a couple years recruiting, you eventually get the confidence to go ahead with that kind of gut feeling. Specific skills and knowledge are good things. I also try to find out how "honest" they are, heh not in terms of being liars or criminals, but how willing they are to have opinions, propose their own choices, and debate them; some people go too far (opinionated, stubborn, not willing to compromise), and some people don't go far enough (waiting for you to express a view before they go and nod in agreement). Dealing with a candidate that is nervous in the interview is hard, because, even if the information you need will still show up, there will be a lot of noise. :) Finally, it's very interesting to dig up as much information about their previous (or current) jobs, and why they decided to move out. Dragons be there so handle the issue with a lot of care because it can be a touchy subject, but you can find out a lot about his attitude in a team / company environment. You will get as much information from what they say as from how they say it, what issues they avoid, and how they react. -- Javier Arevalo Pyro Studios |
From: Jamie F. <ja...@qu...> - 2004-06-07 10:59:38
|
In my experience, particularly good signs are: - They're keen (at least about some aspect of the work, if not all of it :) - When you dig at their knowledge (ask what they're most proud of, how it worked, right down to the basics etc.) they have all the details and really know how it worked. If they start getting vague about how some bit of it worked, that's a bad sign. Of course, you'll also want to know that they can work in a team (more and more important these days, talented but antisocial individuals are rarely worth the effort), and that they have the technical knowledge you deem relevant (increasingly, i've refused to hire people who i felt didn't have good maths skills). The most reliable bad sign i know is just a 'bad feeling'. If someone manages to give you a bad feeling over the course of an interview, that tends to mean something isn't going to work. I don't think i've ever come across a case where someone was hired despite a bad feeling, and turned out good. These aren't terribly scientific or easy to measure, but that's people for you :) You also need to be ready to get rid of the duffers, 'cos you will recruit some :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Richard Fabian Sent: 07 June 2004 10:57 To: gam...@li... Subject: [GD-General] what you look for in a coder... I've just been elevated to tech lead, and as a small company, we need good guys first time round (can't waste ages finding out people aren't up to the job), so my question is: what do you guys consider important when hiring a coder? obvious things i can think of are : can code, can work to deadlines, knows own limitations... but what things have you found that are "always good signs" when hiring? ------------------------------------------------------------------------ ---- main(){char*a="main(){char*a=%c%s%c;printf(a,34,a,34);}";printf(a,34,a,3 4);} ------------------------------------------------------------------------ ---- ------------------------------------------------------- This SF.Net email is sponsored by the new InstallShield X. From Windows to Linux, servers to mobile, InstallShield X is the one installation-authoring solution that does it all. Learn more and evaluate today! http://www.installshield.com/Dev2Dev/0504 _______________________________________________ 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: Jorrit T. <jor...@uz...> - 2004-06-07 10:44:35
|
Richard Fabian wrote: >I've just been elevated to tech lead, and as a small company, we need >good guys first time round (can't waste ages finding out people aren't >up to the job), so my question is: what do you guys consider important >when hiring a coder? > >obvious things i can think of are : can code, can work to deadlines, >knows own limitations... > >but what things have you found that are "always good signs" when hiring? > > I only manage an Open Source project (Crystal Space) so I don't really 'hire' people but I feel that one of the most important things to look for when you hire someone is 'motivation'. Greetings, |
From: Richard F. <gd...@th...> - 2004-06-07 09:57:25
|
I've just been elevated to tech lead, and as a small company, we need good guys first time round (can't waste ages finding out people aren't up to the job), so my question is: what do you guys consider important when hiring a coder? obvious things i can think of are : can code, can work to deadlines, knows own limitations... but what things have you found that are "always good signs" when hiring? ------------------------------------------------------------------------ ---- main(){char*a="main(){char*a=%c%s%c;printf(a,34,a,34);}";printf(a,34,a,3 4);} ------------------------------------------------------------------------ ---- |
From: Garett B. <gt...@st...> - 2004-05-29 02:18:56
|
> I'd also like to mention OpenSG as another solution > I've come across: > http://www.opensg.org/motivation.EN.html Does anyone know how or whether OpenSG and OpenSceneGraph are related? They appear to be entirely separate, as I can't find any mention of the other on either website. Regards, Garett |
From: Crosbie F. <cr...@cy...> - 2004-05-28 14:55:34
|
> From: George Warner > I'd consider Quesa , it's an open-source project to implement=20 > QuickDraw 3D. > Currently it's build on top of Direct3D and/or OpenGL. It's=20 > very complete and extensible. Thanks George. You answered my question. I'd also like to mention OpenSG as another solution I've come across: http://www.opensg.org/motivation.EN.html |
From: George W. <ge...@ap...> - 2004-05-24 16:06:29
|
On Sun, 23 May 2004 18:28:14 +0100, "Crosbie Fitch" <cr...@cy...> wrote: > There are umpteen APIs for traversing a 3D scene. Many of them = > proprietary and oriented toward particular hardware or a particular 3D = > graphics application. > > I'm thinking of APIs for Max, Maya, OpenGL, Direct3D, RenderWare, Open = > Inventor, etc. > > Has anyone (perhaps with a view to making a game or tool portable across = > 3D APIs) abstracted one or more of these APIs into a wrapper that = > isolates the game/tool code from the proprietary 3D API? I'd consider Quesa , it's an open-source project to implement QuickDraw 3D. Currently it's build on top of Direct3D and/or OpenGL. It's very complete and extensible. See: <http://www.quesa.org/> -- Enjoy, George Warner, Schizophrenic Optimization Scientists Apple Developer Technical Support (DTS) |
From: Tom S. <to...@si...> - 2004-05-24 01:02:02
|
I'm in the process of evaluating Subversion and reconsidering the structure of our source control repository. We have the typical resources; code, 3rd party libraries and tools, art files, etc. How do others keep their repositories organized for game development? If you happen to be using Subversion or a similar product do you keep separate folders for the trunk, branches, and tags? Tom |
From: Crosbie F. <cr...@cy...> - 2004-05-23 17:26:47
|
There are umpteen APIs for traversing a 3D scene. Many of them = proprietary and oriented toward particular hardware or a particular 3D = graphics application. I'm thinking of APIs for Max, Maya, OpenGL, Direct3D, RenderWare, Open = Inventor, etc. Has anyone (perhaps with a view to making a game or tool portable across = 3D APIs) abstracted one or more of these APIs into a wrapper that = isolates the game/tool code from the proprietary 3D API? I know I have. However, I'm wondering if anyone knows of a de facto = 'rolls-royce' of 3D API abstractions that supports a variety of existing = APIs and is designed to be easy to customise to support any number of = additional 3D APIs? Such a wrapper would enable iteration over a 3D scene graph, the ability = to extract any amount of 3D information (depending upon its = availability) and make modifications to any part of it. I'm just asking this, just in case it's already been done and I don't = have to do it (cos I'm about to). I know one could take any existing API of one's choice and then simply = use that as the basis for a wrapper around any other API, however, I'm = wondering if someone has specifically created an API carefully designed = to make wrapping other APIs easy. I'm hoping someone will say "Sure. You want to check out the Universal = 3D API wrapper project at www.universal3d.org" or something like that. = ;-) |
From: Ignacio <cas...@ya...> - 2004-05-20 14:31:59
|
On Thursday 20 May 2004 15:14, Tim Rennie wrote: > Wrong way round :] > > blend =3D SRC_ALPHA / ONE_MINUS_SRC_ALPHA > filter =3D ZERO / SRC_COLOR =3D DST_COLOR / ZERO right :-) =2D-=20 Ignacio Casta=F1o cas...@ya... |
From: Tim R. <ti...@ar...> - 2004-05-20 13:15:06
|
> -----Original Message----- > From: Ignacio Casta=F1o [mailto:cas...@ya...] > IIRC quake3 used aliases for the most common blend modes:=20 > add, blend and=20 > filter. >=20 > add =3D ONE / ONE > blend =3D ZERO / SRC_COLOR =3D DST_COLOR / ZERO > filter =3D SRC_ALPHA / ONE_MINUS_SRC_ALPHA Wrong way round :] blend =3D SRC_ALPHA / ONE_MINUS_SRC_ALPHA filter =3D ZERO / SRC_COLOR =3D DST_COLOR / ZERO Tim |
From: Ignacio <cas...@ya...> - 2004-05-20 13:05:18
|
On Wednesday 19 May 2004 22:21, Troy Gilbert wrote: > I want to provide a more artist-friendly naming of the various texture > blend modes. There's just something about INVSRCALPHA / SRCALPHA that > doesn't scream out "Normal" blend mode. I figured Photoshop's names for > various blend modes are fairly intuitive (or at least are widely understo= od > by artists). I realize there aren't equivalents for all of them (at least > not without resorting to a pixel shader), but I'm curious if anyone has a > list of the ones that do map directly? Or in general, artist friendly > descriptions of the standard 3D hardware blend modes? IIRC quake3 used aliases for the most common blend modes: add, blend and=20 filter. add =3D ONE / ONE blend =3D ZERO / SRC_COLOR =3D DST_COLOR / ZERO filter =3D SRC_ALPHA / ONE_MINUS_SRC_ALPHA Hope that helps =2D-=20 Ignacio Casta=F1o cas...@ya... |
From: Troy G. <Tr...@cs...> - 2004-05-19 20:22:47
|
I want to provide a more artist-friendly naming of the various texture blend modes. There's just something about INVSRCALPHA / SRCALPHA that doesn't scream out "Normal" blend mode. I figured Photoshop's names for various blend modes are fairly intuitive (or at least are widely understood by artists). I realize there aren't equivalents for all of them (at least not without resorting to a pixel shader), but I'm curious if anyone has a list of the ones that do map directly? Or in general, artist friendly descriptions of the standard 3D hardware blend modes? Thanks, Troy Gilbert Developer Relations Criterion Software www.csl.com |
From: Brian H. <ho...@bo...> - 2004-05-19 15:04:46
|
I spent some time writing an essay trying to compare to the production= models of the movie and game industries and seeing where elements of the= former can apply to the latter. Forgive the fractured nature of some of= the structure, it's well over 7000 words and I got burned out on it on my= third revision. That said, some might like the comparison and contrast of= the two industries. http://www.bookofhook.com/Article/GameDevelopment/GameandMovieProductionCom.= html |