new game engine
team name
to-be-determined by team
project name
to-be-determined by team
brief description
#1: game engine team
We will complete an already working, partially-complete 3D game/graphics/simulation engine appropriate for developing 3D games and scientific/engineering/other simulations that require rich, complex, multi-component, multi-level articulating, realistic-as-possible object appearance and behavior at real-time frame rates with current/next generation video-graphics cards (roughly == nVidia 7800 and later).
The core of the 3D game-engine has already been created by the poster, and is available as a starting point. The poster also contributes other software that is useful for the project but not yet integrated into the engine - for example, a code-library that is a suitable basis for game asset/resource management. Some technical details of the existing engine [and plans] are described below.
#2: game team
We will develop a game that takes advantage-of and thereby demonstrates the strengths of the game engine. The nature of the game is subject to change at this early stage, but should require realistic object appearance and physical behaviors and high 3D engine performance. The current game idea is set in space (in this solar system or possibly some other one), features huge space structures (up to many kilometers long) that contain huge quantities of multi-level articulating subsections for various purposes, and swarms of advanced, productive, self-aware robots (with human-level+ consciousness) and advanced distributed robotic systems. The game developer team are mostly unconstrained by the game-engine developers, as long as the game concept and implementation nicely matches the game-engine capabilities, features and strengths.
target aim
We intend this 3D-engine and our first-game to be revenue-producing endeavors, whether conventional commercial products or something more creative will be decided by the participants. The game-engine and first-game almost certainly will be marketed or produce-revenue in different ways. Some proprietary capabilites, features and technologies in our 3D-engine and subsystems that cannot be revealed in this message may/should give us major advantages over other 3D-engines.
compensation
For the moment, assume this project is speculative (risk/donate time/effort). If we demonstrate impressive early results, investment (and therefore some pay) is a realistic possibility. To the best of our ability to estimate, compensation will be proportional to the value/quantity/significance of the work each participant contributes.
technology
OpenGL 2.0+, GLSL (shaders), C/C++, assembly-language, SIMD-SSE3+, etc. This team is oriented-towards direct, efficient, maximum-speed, maximum-visibility, reliable and stable design principles. Therefore, to the extent possible, our application is our own code, with minimal libraries/tools/code from others. The current engine-core depends only upon OpenGL, glee and C standard libaries, but may incorporate good stable open-source libraries for certain subsystems.
Some engine features that are planned or already [partly] incorporated in the engine as it works today include: "procedural object creation", "procedural object hierarchy assembly", "procedural object control", "procedural texture generation", support at least Windows and Linux and possibly Mac/others, remote control via network/sockets, eventual support for MDO == "massively distributed online operation" (which avoids expensive and problematic centralized server-system), advanced consciousness infrastructure, advanced assets/resources system, integrated collision detection/response, support for integration of arbitrary physics support modules, and more.
talent needed
#1: game engine team
Four to ten programmers including the poster. The following talent is needed, but each participant needs expertise in only one category (at minimum).
- programming experience with ASM, C/C++, OpenGL, GLSL, SIMD/SSE, etc.
- experience with available open-source libraries for sound, etc.
- knowledge of internals of existing/standard 3D object formats.
- 3D game engine knowledge and experience
- GLSL (or other) shader programming
- other features wanted by adopters
- website wizard
#2: game team
Five to ten game developers with the usual skill-mix: 3D object developers, sound developers, etc. Note: We do not need anyone without technical skills. All so-called "creative" positions like "producer" and "script/story writer" and such will be filled by participants who ALSO have at least one strong technical skill (create 3D objects, create sounds, program, etc).
team structure
The team structure is based upon individual responsibility. Each participant will be responsible for specific work and/or aspects of engine/game project. Everone is expected to know when they might benefit from (or need) the help or opinions of others - and ask for them. We need rational, sensible, practical, skilled participants - and zero mental cases.
My experience in 3D/game-engines/graphics/programming is described later on.
We already have 3D game/graphics engine experience in this group, so some of our engine-programmers can have little/modest knowledge of 3D graphics and/or game engines - as long as they are honest, diligent, realistic, thoughtful, careful, energetic, skilled and experienced programmers. Extra points for micro-programmers, assembly-language programmers, lowest-level programmers, embedded-systems programmers, and regular-old systems-programmers --- all of whom became realistic quick - or got locked away in mental institutions.
website
private at this time
contacts
please reply here (as appropriate) or send PM
previous work by team
I wrote large parts of 2 commercial video game engines (one PC, one PS2) plus parts of the first game developed on each; one complete (but limited-purpose) 3D (not-game) engine each in DX9 and OpenGL. I also wrote the core of a new 3D engine (OpenGL/GLSL/C/C++/ASM/SIMD-SSE2) that is the basis of this project. The engine core works and displays moving 3D objects in 3D space from the viewpoint of a freely moving and rotating camera/viewpoint. It supports only GLSL shaders (no code/path for fixed-function pipeline).
additional info
From long experience, I have learned to never be involved in projects based upon fancy [high-level] tools. Disaster = fads/fancy/hidden/complex/obscure. Thus, this project is appropriate only for participants who enjoy what might be called thorough/complete design and programming. To me, this not "low-level", this simply means doing the project ourselves so we understand how everything works and can configure the most efficient and effective architecture.
However, for cleanly separable parts (perhaps "sound library" for instance) we can certainly consider reliable open-source libraries - especially if one of our participants has strong positive experience with certain libraries.
feedback
Please, ONLY honest attempts to make helpful observations and suggestions.
[Edited by - technohermit on April 8, 2007 4:14:07 PM]
To answer your question about what you'll find on this website, I'd say that you can find people from complete newbs without any experience to people professionally developing engines and games. I wouldn't be surprised to see John Carmack here sometime, and maybe we already have, under another name and avatar though. You also can find everything in between and close to both sides of the spectrum.so if you have a good project, you probably could find your help, as long as you bring something to the table yourself, like your already started engine.
The game-engine description looks fantastic to me. I would be interested if you need straight C programmers (not C++) with assembly-language experience but not strong 3D. Please contact me if I might qualify. Thanks and goodnight.
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