Path: chuka.playstation.co.uk!news From: gil@snsys.com (Gil Jaysmith) Newsgroups: scee.yaroze.freetalk.english Subject: Re: Bye! Date: Fri, 23 Jan 1998 17:40:21 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 24 Message-ID: <34c8d45e.27220272@www-s.playstation.co.uk> References: <01bd27fa$427f7b00$3e1546c2@atlantis> <34C8945D.CF8D8338@micronetics.com> <01bd2812$2ee565b0$3e1546c2@atlantis> NNTP-Posting-Host: trish.snsys.com X-Newsreader: Forte Free Agent 1.11/32.235 On 23 Jan 1998 15:11:47 GMT, "Michael Enoch" wrote: >Yeh, I think it was of use. I'm not sure if they actually looked at my >demo but just owning the Yaroze for a while seems to have helped. Of >course I was also sent a C/C++ questionnaire which had a few questions >making sure I knew the language, and I also spent two hours in an >interview. Well done, squire. Visual Sciences is a good company. Presumably this means I'll see you on scee.dev.programming.psyq_compiler :) >I think they percieve the Yaroze as just another PS dev kit really, they >treated my experience with the Yaroze as if I had just been working on a >full kit for eight or nine months (That is, for the length of time I owned >it). Effectively it is. If you can write a good 3D game on the Yaroze, you can make it faster on the pro kit with the low-level graphics engine. (And pay for your efforts in the heartache of GTE programming.) The rest of the programming is the same - subject to the constraints imposed by the weaker Yaroze devkit and the daft uncontrollable library linking. - Gil