[gameprogrammer] Re: gameprogrammer Digest V4 #5
- From: David Olofson <david@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 9 Jan 2007 21:02:47 +0100
On Tuesday 09 January 2007 20:11, Alan Wolfe wrote:
> Hey Bob,
>
> "I would never hire someone as a game programmer who is not
> interested enough in the field to have written a game"
>
> what if they have a bunch of half finished projects that use diff
> things like oct trees, height maps, physics simulations and random
> other techniques but don't actually have a full or completed game,
> what would be your take on that?
The important question then is probably *why* these projects are half
finished.
Is it because the person is more interested in coding than in rolling
out polished solutions, or is it the result of the code eventually
becoming so messy that it's impossible to make it work properly?
I suppose you can't really tell for sure who can get the job done,
until you've actually seen it happen. A few complete, properly
working applications prove that the author knows how to finish
things, and that it's not just all theoretical knowledge.
That said, working code can still be horribly messy and hard to
understand and maintain. A bad coder with enough time and motivation
can still make it work, but what happens when you put coders like
that in a team?
Keep in mind that the vast majority of the development time is spent
debugging, rather than writing new code...
//David Olofson - Programmer, Composer, Open Source Advocate
.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
'-- http://www.reologica.se - Rheology instrumentation --'
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