Because I was asked, here is an overview of how I code quickly in C without getting log-jammed in
structural mess. A lot of this should work for other languages too. Key concepts - keep it quick
to get stuff on screen, keep it fun, let structure emerge on it's own, write code that's low cost to
throw out if it doesn't work out, don't make refactoring work for yourself. Basically don't follow
any of the rules™!
This post is for those about to graduate a degree in CS, engineering, etc, and
about to venture off, bright-eyed and bushy-tailed, into the tech world, and
wondering how to get a job. Maybe you've done a couple of interviews already
and got an uncomfortable reality check that your 4-5 year degree wasn't enough
to convince people to hire you. Maybe mum and dad were utterly and completely
wrong about how qualified a degree made you. I'm going to give you some hard
facts, some good news, and finally some suggestions for things to prepare
(and how to prepare) before doing interviews.
I made a simple dissolve effect in WebGL. The idea was to replicate something like the dematerialisation shader effect you see in video games as a way of removing 3D models of dead monsters.
This year I made a career change from academia to industry. I did quite a lot of
interviews and applications over the first few months of 2017, and here are some
notes from an applicant's point of view. I'm living in Dublin, which has its own
miniature Silicon Valley tech hub, where a lot international corporates, and
smaller start-ups have an office and do software and engineering development.
I quite like living in Dublin, so I mostly looked here, but I did a few
investigations overseas too. I ended up in a pretty cool job in Dublin working
in Augmented Reality R&D but the months leading up to that application were a
I am collecting optimisation guides, tools, and resources for 3D graphics programming, with particular focus on OpenGL. I'll put these on my OpenGL page in a little article when I have collected a few resources. I'll update this post as I get more things. Send me a message if you have a suggestion!
Nicholas Guillemot's "Programmable Pulling" (tweet)(github)
A did a short talk about rendering the WAD files from DOOM (1993) in OpenGL. The previous blog post discusses extracting the contents of the WAD files with some hexedit hackery. The slides should be embedded here:
A hobby project that has been on my list since about 1994 was to figure out
Doom's (Id Software, 1993) data file format - the vaunted DOOM.WAD file. My brother
and I used to enjoy making maps with 3rd-party editing tools around 1994/5,
which was a nice way to get a grip on the 3D technology involved in the game.
When I started programming I occasionally looked at the Doom source code to see