[gameprogrammer] Re: Interview transcript and a lesson from it
- From: "Alan Wolfe" <atrix2@xxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Fri, 24 Sep 2004 01:52:08 -0700
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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- References:
- [gameprogrammer] Re: Animating bubbles
- From: Scott L. Radel
- [gameprogrammer] Interview transcript and a lesson from it
- From: Kevin Jenkins
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- » [gameprogrammer] Re: Interview transcript and a lesson from it
- » [gameprogrammer] Re: Interview transcript and a lesson from it
- » [gameprogrammer] Re: Interview transcript and a lesson from it
- » [gameprogrammer] Re: Interview transcript and a lesson from it
- [gameprogrammer] Re: Animating bubbles
- From: Scott L. Radel
- [gameprogrammer] Interview transcript and a lesson from it
- From: Kevin Jenkins