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Entropy

We are looking for an OpenGL programmer

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Qualifications:

You will need to be very good with C. Not C++, but C. (about 2 years or more)

 

You will have to be very good with OpenGL, and be able to use various extensions, do optimizations, and implement special effects (such as bump mapping, fresnel reflections for water, various particle effects, and so on). Knowledge of shaders is very desirable. (2 years or more of OpenGL)

 

Knowledge of Cal3d is desirable, but not required.

 

Knowledge of Blender 3d/Python (for importers/exporters) is also desirable, but not required.

 

You will have to work with our source code, however you can modify things if needed. Our source code can be found in the CVS: http://developer.berlios.de/cvs/?group_id=1256

 

What needs to be implemented:

1. A better particle engine, where we can have all kind of magic efects such as realistic explosions/smoke, something like fireworks, and basically it should be as flexible as possible. This can be done by either modifying the particle engine we have, or writting a new one.

 

2. An algorithm for very quick collision detection between point A and point B, where some objects will be tagged as "ethereal" so they will have no collision. This code needs to follow our map format, and will be used in the server code. Which is why it should be done as an independent library. But it should be also usable on the client. That code should take into account the terrain heights too.

 

3. 3d terrain. We have SOME 3d terrain code in the client, which has been implemented a while ago, but I am not sure how good or useful that code is. So if you feel like rewritting it it would be fine. Basically, the 3d terrain has to allow at least two textures, and it has to be integrated in the map editor, so that map makers can make their own terrain and paint on it with textures.

 

4. The water should have Fresnel reflections, waves, and so on. Just like the water in modern games.

 

5. An animated 3d format, perefrably our own. A Blender 3d exporter for that format would be useful. That format has to be integrated in the map editor and in the client.

No bones are required, but it will have to have the following features:

a. Relatively small file size.

b. Support multiple textures.

c. Variable frame rate.

d. Bump mapping.

c. Specular mapping.

 

Payment:

We would like to have volunteers, because we don't make a lot of money (the game is free, we make money only when people buy items or services from us).

We believe that if you work for us, you will gain some experience, and have something to put on your CV/Resume. So if you want to work in the game industry, this can help, as most of the game companies require previous experience.

 

However, some things can be done as contract work, such as the 3d animated format, or implementing a specular and bump mapping algorithm for our already existing 3d objects.

 

If you are interested, please submit your resume/CV to chaos_rift at yahoo.com, or drop me a PM on the forums here.

 

If you know someone who is interested, please let them know.

 

Also, please see the thread here for other programming projects if you are interested:

http://www.eternal-lands.com/forum/index.php?showtopic=22582

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