nickcoury
Joined 10 years ago
Joined 10 years ago
Surprisingly, these claims are more true than false, though in no way completely true. There are some fascinating cultural mechanisms that enable each one. But they were also largely dependent on their society being extremely small and living in remote hillsides and only coming together for certain social events. Not very applicable to modern society.
Also interestingly, the shoe in this record uses much less carbon than past shoes, both saving weight and allowing even more super foam where much of the energy return comes from. Though there so much variance in shoe design and materials there are only theories on how much comes from the plate vs foam vs stack height vs weight vs other factors.
I can also still manage to fit an iPhone 12 Mini comfortably in many running shorts in the small rear key pockets or back zipper pockets. Some running waistbands also work well. But it's hit and miss vs old mp3 players that weighed next to nothing.
Fully 3D online game engine with multiplayer. Most of the game is made in the interactive click and drag mode, but has modes for extra logic and ultimately a full JS scripting engine if needed. Kind of like Roblox but far simpler on the dev side.
This shows the end to end development of a soccer game: https://youtu.be/6a1NmNhoO0M
https://blog.stackblitz.com/posts/introducing-webcontainers/
The first piece is that mobility is high between teams at almost every FAANG company. At my first one, I moved 3 months later because the initial team wasn't a great fit for me maintaining a lot of slow moving legacy systems. I moved to a team working on much more greenfield projects with more attention on the products themselves, and I thrived for several years. See what your options are to talk to other teams and move to one that aligns better with what you want to work on.
The other related piece to this is that because mobility is so high, there do tend to be certain teams or areas with higher turnover and lower quality hires in some cases. No one wants to work on hard to maintain and neglected products, most good engineers that start there move on, and so it becomes a self-perpetuating cycle.
There are likely some extremely brilliant people to learn from at the company (even if not in your team), so try to seek out and find them in teams with openings. I agree it's easier to move after a year, but if the fit is really not right you can likely get an exception going to a team with an understanding manager (who you would enjoy working for anyways). Set up some non-formal meetings based on the internal job board and be open with all these experiences and concerns.
Finally, the internal toolset is a real challenge, but I've come to take a slightly less pessimistic view on it. First off, the internal tooling tends to be worse on an individual workflow level, but accepting it has largely been better for me than fighting it (in most but not all cases). It's slower than a modern toolset, but still usually productive once you embrace what it's good at. The flip side is there are usually good reasons it's evolved to where it is today. Some of these reasons have to do with the scale of how many teams are working together, and understanding that will help explain why it is what it is. The other reasons are just that some of these companies have now been around a long time, and shifting to something better would be quite painful organizationally, meaning it's not ideal but the alternative would also be painful for the organization at a whole. You're new to it, so are at the opposite end of that.