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bmcnett
@bmcnett
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engine @unity3d 2018-2025. PS3,4,5 GPU R&D @naughty_dog 2007-2018. Spiderman @treyarch 2002-2007. Mary-Kate & Ashley 1999-2002. 日本語OK. opinions are mine
Los Angeles, CA
Joined May 2008
@Lambda_Coder Computers no longer get faster, fast enough to outpace the armies of CS grads who are destined to retire before learning about cache
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RT @NOTimothyLottes: @bmcnett Good sprite art at separated scanline 224p is timeless. Diminishing returns today more due to the 'sound barr…
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@MathRestaurant I'd make span into a fundamental type, and do everything I could to phase out pointers and replace with spans
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@noop_dev @Oscarr404 C++ has good parts, but with every new version of C++, it takes many years for the community to figure out which the good parts are. And the bad parts of old versions tend to stick around forever
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@EdgerOdin @mbur82 I'm not sure how the big places test for that these days, but if I were to make that test, I'd create a series of game levels, each of which are indicative of a common but easily fixed problem in gameplay code, and ask the candidate to identify and fix each problem in turn.
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@EdgerOdin @mbur82 ok, but programming what? even in 02 they had specific tests for incoming gameplay engineers vs graphics engineers. at the time the purpose of the test was to establish: does this person 100% understand by heart, what we consider "the basics" here?
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@EdgerOdin @mbur82 The game industry is a big place with many roles. When screening candidates, a company is mainly concerned with how seamlessly you already fit an existing role, which has more demand than supply. In the 00s I knew people who broke into AAA engineering by making a direct3d demo
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