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Comment Advice from an old timer (Score 2, Insightful) 842

I've been a programmer at the same company for 18 years now. I'm a full time employee, but work with a lot of contractors. Here's my advice: - Find out what time you're expected to be at work, then show up on time, every day. Don't arrive late and work late thinking that you'll make up for it. Your teammates might need your expertise early in the day. It's incredibly frustrating when you're in at 7:00am and need something from a coworker who "might" show up around 10:00am. If you want to work late that's fine, but do it in addition to starting early and you'll go far. And don't make a big deal about how late you worked last night. We'll all notice how late you worked from the timestamps on your emails. - Be honest about your progress. If your code is 20% complete, don't tell your boss it's 40% done. If extra help is needed, it's best to get someone else involved early. - Dress appropriately. An untucked shirt may be fine at home, but it's not going to work in the corporate world. - Act like a professional. Throwing curse words around in meetings or even in your cube really doesn't get you very far. - Own the problems that you cause. If a program abends in production due to a change I made, I'm quick to acknowledge and own the mistake. Don't throw blame somewhere else. A buddy and I once took down the entire ATM network for a large bank because we forgot about the referential integrity on one of the main tables in the database. We went straight to our boss and told him what happened. He thanked us and asked us if we'd be making that mistake again. We said no, and we never heard about the issue again. There's lots more, of course, but most of these things are common sense. The corporate world doesn't care how 'cool' you are, or how far you've gotten in whatever the latest game is, or how much beer you can drink and still write functional code.
Games

Games Workshop Goes After Fan Site 174

mark.leaman writes "BoingBoing has a recent post regarding Games Workshop's aggressive posturing against fan sites featuring derivative work of their game products. 'Game publisher and miniature manufacturer Games Workshop just sent a cease and desist letter to boardgamegeek.com, telling them to remove all fan-made players' aids. This includes scenarios, rules summaries, inventory manifests, scans to help replace worn pieces — many of these created for long out of print, well-loved games...' As a lifelong hobby gamer of table, board, card and miniature games, I view this as pure heresy. It made me reject the idea of buying any Games Workshop (read Warhammer) products for my son this Christmas. Their fate was sealed, in terms of my wallet, after I Googled their shenanigans. In 2007 they forbid Warhammer fan films, this year they shut down Vassal Modules, and a while back they went after retailers as well. What ever happened to fair use?"
Emulation (Games)

Nintendo Upset Over Nokia Game Emulation Video 189

An anonymous reader writes "Nintendo is investigating potential copyright infringement by Nokia during some video demos of their N900 phone, which can be seen emulating Nintendo games. Nintendo spokesman Robert Saunders says: 'We take rigorous steps to protect our IP and our legal team will examine this to determine if any infringement has taken place.' In the video, Nokia says, 'Most publishers allow individual title usage, provided that the user is in possession of the original title.'"
First Person Shooters (Games)

From Doom To Dunia — the History of 3D Engines 117

notthatwillsmith writes "It's difficult to think of a single category of application that's driven the pace of desktop hardware development further and faster than first-person shooters. Maximum PC examined the evolution of FPS engines, looking back at the key technologies that brought games from the early sprite-based days of Doom to the fully 3D-rendered African Savannah as rendered by Far Cry 2's Dunia engine. It's truly amazing how far the state of the art has moved in the last 16 years."

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