> > I imagine splitting the project up is going to be difficult for two reasons:
> > 1. you're going to have to write .h's for each .cpp.
> Actually they already have .hs for each cpp, they #include all of those in a big
> .h as well
> > 2. it sounds like they'll have your balls.
> > You could do it and show them how much quicker it is ( or if it's slower then
> > don't ever mention it again ). Unfortunately because of the randomness of the
> > problem you are getting you are unlikely to know if splitting it up does
> > actually make the problem go away, it might even make it worse.
> > smf
I was just called to the Senior Producers office with the other two programmers, and it turns out there a bit of backstabbing going on! Actually from just one of them - basically he's been e-mailling him and saying "Dave causing a lot of friction about a number of topics" and listed them!
Haha! and I didn't even do anything - I just commented it wasn't very stable, and pointed out the compile bug!
The comments which came out where stuff like this
"Dave, basically we are quite concerned - it's clear you are a very talented programmer, however it's a little bit insulting to these programmers here when you come along after only a couple of weeks and dont trust the advice of our programmers"
Anyway, during the meeting I basically figured RIIIGHT, sod it! - and the gloves came off, I pointed out to the Senior Producer that the compilation technique the other guys were forcing me to use was (A) crazily slow especially on my machine! and (B) inherently very unstable for GCC because I'd had a load of unexplained fatal compilation errors!
[I mean christ, they'll be two days away from mastering and the compiler will fall apart!]
He looked a bit shocked actually at that point - he kind of stopped in his tracks and said "guys um, I'd like to address this - is there something unstable about the way we are building the game?"
Quite a freaky day overall! What an arse!
You learn something old everyday...