Casual gamedev here.
Ive written like 100 quadtrees from scratch so its a goto algorithm Ive got down by memory. I used to think this datastructure was very basic and common because young gamedevs often share it online with eachother. Highschoolers etc.
One time in a technical interview I realized a quadtree would solve the problem they were asking. I also happened to be reading SICP and practical common lisp on the plane on the way over to the interview. (specifically the sql sdl macro chapter) Unfortunately this gave me an idea. I narrated, sketched out and pseudocoded a plist based quadtree on the whiteboard and felt pretty good about myself.
I turned around to see my interviewers were not impressed. Actually they thought I was an idiot. They didnt know what a quadtree was, and they were quite upset I used "tuples".
I assured them its very efficient, and that the compiler would take care of "the tuples".
They failed me. Moral of the story don't use common lisp in a javascript interview.
One time in a technical interview I realized a quadtree would solve the problem they were asking. I also happened to be reading SICP and practical common lisp on the plane on the way over to the interview. (specifically the sql sdl macro chapter) Unfortunately this gave me an idea. I narrated, sketched out and pseudocoded a plist based quadtree on the whiteboard and felt pretty good about myself.
I turned around to see my interviewers were not impressed. Actually they thought I was an idiot. They didnt know what a quadtree was, and they were quite upset I used "tuples".
I assured them its very efficient, and that the compiler would take care of "the tuples".
They failed me. Moral of the story don't use common lisp in a javascript interview.