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by terryjsmith
3342 days ago
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As someone on the hiring side of the table, I rarely care about how technically complicated it was and more about WHY it was hard, how you figured it out, and how you avoided it in the future. I've made some really dumb typos in my code that caused a debugging nightmare for me in finding them. As a recent example, in my game engine I copy/pasted some code for framebuffer and texture creation and missed renaming one variable. A stupid mistake that took me 2 days to find. But to solve it, I needed to look at all of the various textures on-screen. Some of them are non-linear, some are single component (just red) which doesn't display well, so I ended up writing a method that allowed me to render all of the various stages of my renderer out to the screen (color, shadow, light, depth, normals, etc.) as a debug method. Only then did I realize that the shadow buffer texture was sized to width * width instead of width * height. Again, a stupid mistake, but now we've got something to dig into a talk about and it's much more about the solution than the problem. |
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