44 minutes ago, Samiorga said:No mention of this whatsoever. They were a startup company so they were probably looking for someone young with a lot of programming experience. And they used lines of code as a reference to calculate the amount of experience that they had...
I suggest that they probably weren't expecting you to have *written* a million lines of code. I don't think anyone expects that of junior developers. The phrasing you used here is "how many lines experienced." I would assume that they were asking about whether you had worked in a codebase that large before. I suspect based on this that they already have a codebase that large and are looking for people who are comfortable working in those sorts of circumstances.
9 hours ago, Fulcrum.013 said:For first mainstream engines failed to use a modern hardware abilities. for example it no engines around that support spline-based models, while it significantly improve quality, decreace size of models and have hardware support since DX11 has been introduced over 8 yers ago.
I suggest that if game artists wanted to deal with building, rigging, and animating spline-based models, and programmers wanted to deal with optimizing their rendering, then game engines would support them. Currently I don't believe that is the case.
Quality generally takes a back seat to performance and tools support in the video game industry. Remember, video games are magic shows. They don't have to look exactly accurate, they just have to look "not wrong." Many corners are cut in the name of performance.
Also, source on DX11 supporting splines-based rendering? I googled, but I can't find anything on this. DX11 does support tesselation, but that's not the same thing.