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High Fidelity -- San Francisco, CA -- Fulltime, ONSITE but Work from Home friendly.

High Fidelity was created in 2013, our mission is to create a new kind of virtual reality platform.

Team High Fidelity has a deep legacy of expertise in software development, social entertainment, peer-based recognition systems, community development, and workforce mobilization.

We believe that both the hardware and the internet infrastructure are now available to give people around the world access to an interconnected Metaverse that will offer a broad range of capabilities for creativity, education, exploration, and play. And by using all of our computers together in an open shared network, we can simulate this space at a far larger scale than would be possible by any single company or centrally hosted system. By using a range of new hardware devices like the Oculus Rift, HTC Vive, Samsung Gear VR, Leap Motion, PrioVR, Sixsense, and depth cameras, the experience of exploring these worlds can be incredibly immersive and the interaction with others lifelike and emotional.

We are looking for software engineers with solid experience in C++ and Javascript to help us build the Metaverse. Openings can be viewed at http://highfidelity.com/jobs. To apply, email us your resume or LinkedIn profile. Sample code and links to things you’ve built are most welcome.

hiring@highfidelity.io


San Francisco, CA

DeNA West

DeNA - Mobile Innovation with a Smile

size: 201-500

status: Public

founded: 1999

http://www.denajobs.com/

We are...

Mobile. Games. San Francisco. Global. Entrepreneurs. Please call us ‘D-N-A’: we make games, a social games platform, e-commerce products and other services for mobile devices.

We believe mobile is the future of human communications and entertainment: we aim to impact and delight this mobile world.

...and...

We have an entrepreneurial office culture. We work hard, we push ourselves to excel, and we smile in the face of the impossible.

We're building things that have never been built, learning together how to delight a rapidly evolving mobile app market. At DeNA you have the potential to reach tens of millions of people with your work.

What we're working with...

ios android unity node.js go objective-c java ruby sinatra ruby-on-rails javascript git github google-app-engine aws redis mongo cassandra fabric cucumber rspec jenkins linux osx

We develop backend systems to power hundreds of iOS, Android and Unity games. The backend API services are written in Ruby, which we are transitioning to Go. The native iOS and Android client SDKs we produce call directly into the backend services, often via a proxy layer in Google App Engine. We use enterprise Github to manage our code, and regularly contribute to numerous open source projects.

We are constantly iterating towards higher availability, scalability, and performance within all our services and components. We strive to serve more requests, faster, and on fewer servers.

We have great benefits:

  * Breakfast, lunch & dinner. Snack wall (healthy & junk).
  * Beer on tap
  * Weekly yoga.
  * Gym reimbursement.
  * Intramural soccer, softball, basketball & more.
  * Customizable ergonomic set-up.
  * Apple portable computer & Apple Cinema Display.
  * 13 paid holidays.
  * 120 hours accrued PTO.
  * Flexible work schedule.
  * Standard HMO/PPO & company covers 100% of premiums.401k.
  * Stock-based benefits.
  * 2 performance reviews/yr.
  * Paid maternity and paternity leave.
  * Off-site dinners, milestone celebratory outings, regular happy hours.
185 Berry Street

Suite 3000

San Francisco, CA 94107


I'm a gamedev and I actually use this as in interview question. Getting people to understand this distinction is the difference between pass and fail.


Correct me if I'm wrong, there is no reason to numerically integrate this. This is not a differential equation. The integral solution is a simple function that can just be evaluated.


Leaving it as a differential equation gives you some room to experiment more easily. For example, suppose you want to add a swimming mechanic to your game: you might end up with a completely different closed form solution, but if you left it as a differential equation it could just be a couple extra additive terms.


I think the article is handling it this way for pedagogical reasons. It's more clearly in the realm of "Software Engineering" to say "This is what our solution's trying to approximate, and the easiest approximation causes practical problems, so this is a better way to approximate the same thing (in an only slightly more complicated way) by adding an extra term." The author's approach is easier to understand because it's merely a small patch on an existing design.

If you say "By the way, there's an exact solution to this, it involves something called Integrals that's usually the focus of at least three semesters of Calculus in college, but you can't really understand it without a few courses in Real Analysis, Differential Equations, and Numerical Methods..." then it seems like you're talking too much about Math instead of Software Engineering. As a result, you lose the audience whose main interest is making games for fun and profit, and don't care about math (or so they think). It's much harder to understand because it's a complete redesign of the integrator that relies on a non-trivial body of theory.


Maybe there are other forces? Like air friction? I'm just guessing.


remember this is a game. gravity is only one of the forces present.


> "By any measure Lua is complete shit and yet Carmack made it popular by using as the glue for most of his games."

This just isn't the case. In recent games iD software has moved away from using scripting languages at all. Later in the same talk, Carmack praises iOS for reversing the trend against Java and bringing back native languages. Saying that native languages are the only way you can get predictable performance for things like smooth scrolling.


More like Smug Lisp Weenie. http://www.c2.com/cgi/wiki?SmugLispWeenie


M. C. Escher is a genius. I was so inspired by his Circle Limit drawings, that I've been working on an iPhone puzzle game.

Early Prototype Here: www.circull.com

The math isn't that difficult to understand. Circle inversions are analogous to reflections about a line in 2d Euclidian geometry. It's fun stuff.


It's pretty common for emacs users to remap caps lock to the control key. In fact, it's the first tip in Steve Yegge's Effective Emacs essay.

http://sites.google.com/site/steveyegge2/effective-emacs


What? Is Google is now offering "stripper services" to their employees? Now that's a perc I'd sign up for.


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