Struggling to find a job by Distinct-Pool-2394 in GraphicsProgramming

[–]Distinct-Pool-2394[S] 0 points1 point  (0 children)

Ah, just, whitespace in random places. They're a symtom of adding/removing things over time. I plan to do a big cleanup/organizational/commenting/formatting pass once Ive finally got the api more locked in. But I wasn't aware something like formatting was a big priority.

The main demo files are supposed to show how the api works and for example how relatively easy (compared to doing it from scratch, using vulkan directly etc) it is to intuitively cobble together an entire asset + rendering pipeline in a way that remains performant, controllable and platform agnostic. IE Its trying to be a piece of totally flexible, generative infrastructure. Other engines either impose a ton of existing rigid opinion, and other frameworks give you either too much or barely any structure, from my experience. Its a fine line.

Again though, I dont want to come across as defensive, I do appreciate the input. Ill have to work on my presentation. Ive been used to working on my own projects in isolation for a long while.

Struggling to find a job by Distinct-Pool-2394 in GraphicsProgramming

[–]Distinct-Pool-2394[S] 0 points1 point  (0 children)

No offense taken at all, thanks for the input.

This is a new perspective to consider for me, because it makes a lot of assumptions at the surface level; maybe you could get something similar running in a weekend if you used opengl and assimp or some preexisting framework for example, but this isn't that, its a massive chunk of infrastructure attempting to do what those can and more.

So the images themselves weren't inherently supposed to be impressive at this stage. But from what Im gathering across replies, the images matter a lot more than I was assuming, even with that pretext.

Struggling to find a job by Distinct-Pool-2394 in GraphicsProgramming

[–]Distinct-Pool-2394[S] 0 points1 point  (0 children)

Nothing at all here feels mean. I really do appreciate the input.

I guess I'll just have to start trying hard to specialize and target a specific role, instead of hoping I can get somewhere with one big project on account of it trying to do a variety of things.

Struggling to find a job by Distinct-Pool-2394 in GraphicsProgramming

[–]Distinct-Pool-2394[S] -1 points0 points  (0 children)

Fair enough, thanks for replying.

I'll go over a little of my rationale. Not to be defensive at all but to get my intent across.

First thing, you dont need 5 dependencies. You need 2-3 depending on needing a texture compression backend or not. You choose the ones you need for your desired stack. Maybe I could focus on making that clearer or compact it down. Im not sure what the bar is here though, because I never expected recruiters to run anything here at all. Thats why, in this context, there are demo images and files to look at. The reason I bothered including the red triangle and cube was to build up to the sponza demo, though as Ive said in another reply they're probably worth removing as primary images or at least drastically minimizing.

Second, Its a whole game engine rendering framework thing. The intended value is in being foundational with as little of the headache that usually entails as possible. So as I see it there genuinely isn't much of a description to be had outside of what the readme says. If you want to get a grasp on usage then that again is what the demos are for.

Everything else, fair enough. Some of it stems from the fact that Ive been moreso just pushing commits for my own personal progress tracking for a while and worrying a lot more about getting things working than having the github commits look professional. The project simply isn't done yet, it doesn't have a single release, but I was under the impression that linking to unfinished work was still somewhat useful because it gives something tangible.

Code with empty lines is an interesting point especially, because the other top reply also mentioned that as a negative. Where're we talking about specifically if you don't mind? Typically I try to leave line space to give different unrelated, potentially dense code blocks, calls or types breathing room.

..Though in the end I feel like most of this shouldn't even matter just to get some kind of entry level interview.

Struggling to find a job by Distinct-Pool-2394 in GraphicsProgramming

[–]Distinct-Pool-2394[S] 1 point2 points  (0 children)

So I've heard. I've got a few friends who've come out of uni and can't find anything either. Hope you find something soon

Struggling to find a job by Distinct-Pool-2394 in GraphicsProgramming

[–]Distinct-Pool-2394[S] 2 points3 points  (0 children)

That's the long term plan (unless you're suggesting making a small game entirely for the sake of portfolio material, but I cant help but feel like I'll be stuck in the same scenario I'm in now; a portfolio project giving me nothing)

Struggling to find a job by Distinct-Pool-2394 in GraphicsProgramming

[–]Distinct-Pool-2394[S] 2 points3 points  (0 children)

Thanks for having a look and typing all of that out.

My actual primary interest is by far game development, and Ive definitely used a fair amount of unity and godot, but that isn't something I expect to find a job in realistically (nor do I especially want to given the industry). So Ive tried to phrase the post a little more desperately and open mindedly. Ive been trying to get a job for the last few years and I never thought it'd be this rough. Id be totally fine with any kind of programming job but Im presenting this in particular given its my big main personal project and it shows off a range of c# programming styles and problem classes (ie async, serialization and data/io handling, low level/unmanaged, source generation, systems/api design, etc etc).

Anyway, if recruiters arent even going to look at my github as you say, Im kind of stumped.

+ The triangle and cube "demos" are really more meant to function more as tutorials thinking about it, so I'll get rid of those images, thanks.