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Got a job offer after clearing 6 fucking rounds and the HR is now offering less than the last drawn CTC citing the slump in global market.
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Got a job offer after clearing 6 fucking rounds and the HR is now offering less than the last drawn CTC citing the slump in global market.

Rant.

Wont name the company because. It started with Linkedin. The HR contacted me and I told her my current CTC and expectations as well. She said all is hunky dory and we proceeded with 6 rounds of interviews.

Today she tells me I have passed the interviews with flying colours and they’d love to have me but now they can only offer me 0.7 times my last CTC due to global downgrades of salary budgets.

I know they don’t owe me anything. I am not bound to accept the offer as well. But if I accept this offer I’ll have to move to Bangalore.

I am livid because I clearly stated the expectations I had at the beginning and they still went ahead to take 6 rounds before telling me about the fucking global downgrades of salary budget.

It was not just 6 rounds, it was more than 6 hours of mental agony, hours of anxiety before all the 6 rounds. Days of preparation in between and then hours of pondering on if I did anything wrong during the interview. Motherfuckers. Global downgrades of salary budget my ass.

Rant over.


Lessons learned after 10000+ hours working on a single game
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The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. It serves as a hub for game creators to discuss and share their insights, experiences, and expertise in the industry.


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Lessons learned after 10000+ hours working on a single game
  1. Don't do it. I'm actually not joking, If I had a time machine to 15 years ago, sigh

  2. Though if the hubris does overwhelm, pick an easier game genre, Something one person can do, no matter how brilliant you think you are, you really are not. Still it could of been worse I could of chosen a MMORPGGGGGH

  3. Don't make a major gameplay change midway (I done 2 on this game adventure, turn based -> realtime & dungeons -> Open World). Lesson learnt, If the game ain't happening, scrap it and start something new, don't try to shoehorn what you have into this cause it will bite you in the ass later

  4. Don't roll your own code. i.e re-invent the wheel, Sure this is oldhat advice. But take it from an oldfart, dont. I went from my own engine in c++/opengl & my own physics engine -> my engine + ODE -> Unity & C#. I wasn't cool rolling my own, I was just a dick wasting hours, hours that could of been useful realizing my dream

Positive advice:

  1. Only 2 rules in programming

  2. #1 KISS - Always keep it simple, you may think you're smart doing some shortcut or elegant solution, but 50% of the time you're creating problems down the track, why roll the dice, play it smart. OK this is a mantra but #2 is not well known

  3. #2 Treat everything as equal. AKA - don't make exceptions, no matter how much sense they appear to make, inevitably it will bite you in the ass later

  4. Now I still violate both the rules even now (after 40 years of programming) So this is do as I say, not as I do thing

  5. Don't be afraid to go out of your comfort zone. Myself, In the last couple of years, I've (with my GF) had my child, something I swear I would never do (It happened though) & gone to help in Ukraine. Both totally unrelated BTW


People who contributes to Open Source, how do you test your code?
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People who contributes to Open Source, how do you test your code?

Those who contribute to large repo with multiple dependencies and moving parts of the code , how do you test or compile your code? When you do it locally, will the performance suffice ?

What if some portion of the code is depended on a different module which is heavy? at that point , do you have to install every component part of the project though its not part of the issue that you're working and then test your code?

I wonder how apache projects gain pace in open source, when it's highly hardware reliant. How in the world are these heavy codes divided into small components tested by individual contributors who lives on their limited hardware?




The new REPL in Python 3.13.0 beta 1
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The new REPL in Python 3.13.0 beta 1

Python 3.13.0 beta 1 was released today.

The feature I'm most excited about is the new Python REPL.

Here's a summary of my favorite features in the new REPL along with animated gifs.

The TLDR:

  • Support for block-leveling history and block-level editing

  • Pasting code (even with blank lines within it) works as expected now

  • Typing exit will exit (no more Use exit() or Ctrl-D (i.e. EOF) to exit message)




Godot was inspired by...
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