[gameprogrammer] Re: Interview transcript and a lesson from it

lol thats terrible what a moron

----- Original Message ----- 
From: "Kevin Jenkins" <gameprogrammer@xxxxxxxxxx>
To: <gameprogrammer@xxxxxxxxxxxxx>
Sent: Thursday, September 23, 2004 7:09 PM
Subject: [gameprogrammer] Interview transcript and a lesson from it


> I had an interview with Flying Lab software a couple of days ago.  I 
> didn't pass what should have been an extremely easy interview covering 
> basic C++ such as inheritence, virtual functions, 1st year student stuff.
> 
> Here's a semi-accurate transcript of the last few minutes that sums it 
> all up:
> 
> Interviewer: "How would you store enemies in an RTS?"
> Me: "I generally store game objects in a dynamic array of pointers. 
> However, sometimes you might want to also store the pointers in a tree 
> for searches"
> Interviewer (Paraphrase): If the enemies were being used to render you 
> would store them in a rendering tree.
> Interviewer: Is there any case where you wouldn't want to store objects 
> as pointers but store them directly?
> Me: "I can't think of anything.  There was one case in my last game." <I 
> pointed out a case where you would store a unique value in a tree for 
> fast searches>.
> Him: "You would store an object directly that if the object took less 
> memory than the pointer.  You aren't experienced enough so we don't need 
> to continue this interview." <Click>
> 
> Basically, my failure was in not being able to read the guys' mind.  It 
> might mean I wouldn't want to work for such a person, but there was no 
> reason for me to not pass the interview.
> 
> The lesson I learned from this and that I would like to share is it's 
> important to be more assertive than I was with loaded questions.  Don't 
> even try to guess because you are sure to fail.  The correct answer 
> would have been, "There is no answer to that question because it is too 
> vague"
> 
> 
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