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  • Performance tracking/monitoring in games

    - by vitaliy kotik
    Let's say I have an online game with a downloadable client / browser plugin. I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, physics step calc. time, whatever... I also want tools to perform data analysis: per session stats, per hardware stats, avgs, totals, diagrams, etc. So that I could see what are the real world hotspots / bottlenecks. Is there any common out-of-the-box / SaS solution?

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  • Working as an entry .Net Developer in the USA [closed]

    - by Abdullah
    I just have a question about .net entry level jobs in VA. I am a master degree student in field of software engineering but I am graduated from department of physics. I decided to work on Java first, but I have changed my mind because I don't have any Java programming background except Java class in master degree so I decided to work on C# because it was easy to me to work with Visual Studio and it's fun to me to work with SQL database and HTML stuffs. And I am a member of a IT consultant company in Reston where I took course from there about .net and I created online recruitment system for their web site. Now I am applying for CPT (internship) but I didn't work in a company as a .net developer so I don't have experience. Here is my question. If I get CPT and find a job, what do software companies want from an entry level .net developer? and what do they ask as interview questions?

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  • Implementing 2D CSG (for collision shapes)?

    - by bluescrn
    Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons? I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or concave, but will be closed shapes, defined as a set of line segments, with no self-intersections. The use of this would be to construct a clean set of collision edges, for use with a 2D physics engine, from a scene consisting of many arbitrarily placed (and frequently overlapping) objects, each with their own collision shape. To begin with, I only need to 'add' shapes, but the ability to 'subtract', to create holes, may also be useful.

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  • Help comparing Cocos2d and Unity3d for this project.....

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

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  • Angry Birds Seasons Free Until 7/12

    - by Jason Fitzpatrick
    iOS: Angry Birds Seasons is free until Thursday of this week–grab a copy to check out the new summer addition free of charge: Piglantis. In an ever expanding bid to add extra life to the physics-based game, the newest expansion features water-based puzzles and scenery mixed in with that bird-to-pig smashing action beloved by millions of mobile gamers. Grab a copy for your iPhone or iPad for free until Thursday. [via CNet] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Kinect office demo ideas

    - by Tedd Hansen
    I'm thinking of placing a Kinect (connected to a PC) in the office and have something fun on it. Just a small thing people can interact with. Basically I get a depthmap (image) and a color image from the Kinect which I can analyze and do stuff with. My limited imagination came up with: Count people passing by. Measure average width of people passing by. Some ball with physics people can play with. Audible alert when someone is walking too fast. Anyone have any good ideas? :)

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  • Translate extrinsic rotations to intrinsic rotations ( Euler angles )

    - by MineMan287
    The problem I have is very frustrating: I am using the Jitter Physics library which gives Quaternion rotations, you can extract the extrinsic rotations but I need intrinsic rotations to rotate in OpenTK (There are other reasons as well so I don't want to make OpenTK use a Matrix) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) EDIT : Response to the first answer Like This? GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) Or This? GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) I'm confused, please give an example

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • Ever wonder why Earth spins?

    - by Gopinath
    Have you ever wonder why Earth spins on its axis and completes a revolution every day? Is there any force that keeps Earth spinning? Is that because of  Gravity or any Magnetic force? Check out this video to learn why Earth spins and the basics of physics behind the magic If you find that above video is in simple English and it’s not convincing physicist inside you, lets hear from a NASA scientist in the embedded video. A NASA scientist explains how Earth rotation has started, how fast it was billions of years ago and what caused it to slow down to 24 hours to complete a revolution   Thanks @pinaldev

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  • Narrow-phase collision detection algorithms

    - by Marian Ivanov
    There are three phases of collision detection. Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop. Narrowphase: Determines whether they collide, and sometimes, how, no false positives Resolution: Resolves the collision. The question I'm asking is about the narrowphase. There are multiple algorithms, differing in complexity and accuracy. Hitbox intersection: This is an a-posteriori algorithm, that has the lowest complexity, but also isn't too accurate, Color intersection: Hitbox intersection for each pixel, a-posteriori, pixel-perfect, not accuratee in regards to time, higher complexity Separating axis theorem: This is used more often, accurate for triangles, however, a-posteriori, as it can't find the edge, when taking last frame in account, it's more stable Linear raycasting: A-priori algorithm, useful for semi-realistic-looking physics, finds the intersection point, even more accurate than SAT, but with more complexity Spline interpolation: A-priori, even more accurate than linear rays, even more coplexity. There are probably many more that I've forgot about. The question is, in when is it better to use SAT, when rays, when splines, and whether there is anything better.

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  • 2D Platform Game Jumping

    - by Bradley Kreuger
    I'm currently writing a game in XNA for fun which uses C#. I have got my sprites loaded and when the character moves right he looks like he is running right and when he moves left he looks like he is running left. I been looking everywhere for a good coding example for how to create a jumping ability. I have read all the physics stuff that I can stand and it doesn't help when I can't figure out how to use say space bar to jump yet can't keep them from using space just jump again until they land.

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  • Dynamic Terrain Texture

    - by lgrevenl
    I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain? I've had a think about it and I've come up with nothing and finding a resource on the web has proved impossible. Please help. The game mentioned uses Cocos2d. Would it be just as doable in a different environment? EDIT: I was looking at another question: Drawing large 2D sidescroller level terrain The end result is what I'm looking for, but in my mind I was thinking that there would be some way to add this effect (using small textures) to some terrain specified by vertices rather than making a very large image to match whatever is seen in the level.

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • Countdown to Transit of Venus and a List of Feeds

    - by TATWORTH
    At http://www.space.com/14568-venus-transits-sun-2012-skywatching.html there is a countdown to the transit of Venus.NASA will providing a video feed from Mauna Kea of the event from http://venustransit.nasa.gov/2012/transit/webcast.php.The SLOOH space camera site will provide a feed at http://www.slooh.com/transit-of-venus/Astronomers Without Borders will provide a feed from Mount Wilson at http://www.astronomerswithoutborders.org/projects/transit-of-venus.htmlOther web camera feeds are at:http://www.skywatchersindia.com/http://venustransit.nasa.gov/transitofvenus/http://venustransit.nso.edu/http://www.transitofvenus.com.au/HOME.htmlhttp://www.exploratorium.edu/venus/http://www.bareket-astro.com/live-astronomical-web-cast/live-free-venus-transit-webcast-6-june-2012.htmlhttp://cas.appstate.edu/streams/2012/05/physics-and-astronomy-astrocamhttp://skycenter.arizona.edu/

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  • Water Simulation in LIBGDX [on hold]

    - by Noah Huppert
    I am doing some R&D for a game and am now tackling the topic of water. The goal Make water that can flow. Aka you can have an origin point that water shoots out from or a downhill slope. Make it so water splashes, so when an object hits the water there is a splash. Aka: Actual physics water sim. The current way I know how to do it I know how to create a shader that makes an object look like its water by making waves. Combined with that you can check to see if an object is colliding and apply an upwards force to simulate buoyancy. What is wrong with that way The water does not flow No splashes Possible solutions Have particles that are fairly large that interact with each other to simulate water Possible drawbacks Performance. Question: Is there a better way to do water or is using particles as described the only way?

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  • What C++ libraries can be used in game development [closed]

    - by RedShft
    I'm currently in the planning stage for my next game, and since I've been away from C++ for a while I have some questions about helpful libraries. I plan on making a 2D game with SDL, constructing my own simple 2D engine. I plan on making this game for the PC. What libraries would you recommend to make this process easier? What about unittests? What about an enforce operator to throw exceptions? int a = 1; enforce(a == 2); //Throws an exception, Specifically, i'm looking for general purpose libraries, that implement that make my life easier (like boost). Also, a helpful library for physics/collision, AI, XML file parsing (specifically working with the Tiled map editor), and any others that you guys have used that are useful in a 2D game.

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • Tips for communication between JS browser game and node.js server?

    - by Petteri Hietavirta
    I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would consists of position of each player, direction, velocity and such. The player movements are simple force physics, so I should be able to extrapolate movements before next update from server. Any tips or best practices on the communications side? I guess web sockets are the way to go. Should I send information in every pass of the game loop or with specified intervals? Also, I don't mind if it doesn't work with older browsers.

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  • What Counts For a DBA: Fitness

    - by Louis Davidson
    If you know me, you can probably guess that physical exercise is not really my thing. There was a time in my past when it a larger part of my life, but even then never in the same sort of passionate way as a number of our SQL friends.  For me, I find that mental exercise satisfies what I believe to be the same inner need that drives people to run farther than I like to drive on most Saturday mornings, and it is certainly just as addictive. Mental fitness shares many common traits with physical fitness, especially the need to attain it through repetitive training. I only wish that mental training burned off a bacon cheeseburger in the same manner as does jogging around a dewy park on Saturday morning. In physical training, there are at least two goals, the first of which is to be physically able to do a task. The second is to train the brain to perform the task without thinking too hard about it. No matter how long it has been since you last rode a bike, you will be almost certainly be able to hop on and start riding without thinking about the process of pedaling or balancing. If you’ve never ridden a bike, you could be a physics professor /Olympic athlete and still crash the first few times you try, even though you are as strong as an ox and your knowledge of the physics of bicycle riding makes the concept child’s play. For programming tasks, the process is very similar. As a DBA, you will come to know intuitively how to backup, optimize, and secure database systems. As a data programmer, you will work to instinctively use the clauses of Transact-SQL DML so that, when you need to group data three ways (and not four), you will know to use the GROUP BY clause with GROUPING SETS without resorting to a search engine.  You have the skill. Making it naturally then requires repetition and experience is the primary requirement, not just simply learning about a topic. The hardest part of being really good at something is this difference between knowledge and skill. I have recently taken several informative training classes with Kimball University on data warehousing and ETL. Now I have a lot more knowledge about designing data warehouses than before. I have also done a good bit of data warehouse designing of late and have started to improve to some level of proficiency with the theory. Yet, for all of this head knowledge, it is still a struggle to take what I have learned and apply it to the designs I am working on.  Data warehousing is still a task that is not yet deeply ingrained in my brain muscle memory. On the other hand, relational database design is something that no matter how much or how little I may get to do it, I am comfortable doing it. I have done it as a profession now for well over a decade, I teach classes on it, and I also have done (and continue to do) a lot of mental training beyond the work day. Sometimes the training is just basic education, some reading blogs and attending sessions at PASS events.  My best training comes from spending time working on other people’s design issues in forums (though not nearly as much as I would like to lately). Working through other people’s problems is a great way to exercise your brain on problems with which you’re not immediately familiar. The final bit of exercise I find useful for cultivating mental fitness for a data professional is also probably the nerdiest thing that I will ever suggest you do.  Akin to running in place, the idea is to work through designs in your head. I have designed more than one database system that would revolutionize grocery store operations, sales at my local Target store, the ordering process at Amazon, and ways to improve Disney World operations to get me through a line faster (some of which they are starting to implement without any of my help.) Never are the designs truly fleshed out, but enough to work through structures and processes.  On “paper”, I have designed database systems to catalog things as trivial as my Lego creations, rental car companies and my audio and video collections. Once I get the database designed mentally, sometimes I will create the database, add some data (often using Red-Gate’s Data Generator), and write a few queries to see if a concept was realistic, but I will rarely fully flesh out the database since I have no desire to do any user interface programming anymore.  The mental training allows me to keep in practice for when the time comes to do the work I love the most for real…even if I have been spending most of my work time lately building data warehouses.  If you are really strong of mind and body, perhaps you can mix a mental run with a physical run; though don’t run off of a cliff while contemplating how you might design a database to catalog the trees on a mountain…that would be contradictory to the purpose of both types of exercise.

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  • Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?

    - by rraallvv
    I started over 50 FPS on the iPhone, but now I'm bellow 30 PFS, I've seen most iPhone games clamped to either 60 or 30 FPS, even when 24 or less would give the illusion of movement. I've concidered my limit to be a little bit over 15 FPS, in fact my physics simulation is updated at that rate (15.84 steps/s) as that is the lowest that still give fluid movement, a bit lower gives jerky motion. Is there a practical reason why to clamp FPS way above the lower limit? Update: The following image could help to clarify I can independently set the physic simulation step, frame rate, and simulation interval update. My concern is why should I clamp any of those to values greater than the minimum? For instance to conserve battery life I could just to choose the lower limits, but it seems that 60 or 30 FPS are the most used values.

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  • 3D Collision help

    - by Taylor
    I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I want to set up some collisions for game so the player won't go through the ground. But I just don't know how to detect collisions for so complex an object. I could just make a simple box collision for my avatar, but what about the ground? I already implemented the JigLibX physics engine in my project and I know that I can make a collision map with heightmap, but I can't find any tutorials or help with this. So how can I set proper collision for complex objects? How can I detect heightmap collisions in JigLibX? Just some links to tutorials would be enough. Thanks in advance!

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  • Box 2D Collision Question

    - by Farooq Arshed
    I am very new to Box 2D Physics world. I wanted to know how to collide 2 bodies when one is Dynamic and other is Kinematic. The whole Scenario is explained below: I have 3 balls in total. I want to balls to remain in their places and the third ball to be able to move. When the third ball hits the other two balls then they should move according to the speed and direction from which they were hit. My gravity of the world is 0 because I only want z-axis gravity. I would also like some one to point me towards some good tutorials regarding Box 2D basics which is language independent. I hope I have explained my scenario well. Thanks for the help in advance.

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  • Just being hired as a senior developer, never even been a junior developer, what should I expect?

    - by Mark James
    I've been a freelancer and a coder by night for a while, and recently, I've been hired after several levels of interviews in a nice NY company, even though I've some lacks in specific fields. Is this common for companies to hire seniors with less experience? Will they wait some weeks to respect a certain learning curve? I don't know anything about working in a company, so that's why I worry. After one week, I'm still checking and exploring sources, but after one week of work, it seems that some coworkers are considering that I'm slow. I'm good in maths, physics, algorithms, but still I need to learn about all the templates used in this company. Anyone here already received a less-experienced senior member in his team? Is this acceptable? I'm planing on having a meeting with my boss to stop worrying about that. Sounds like a good idea?

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