Good afternoon, everyone...
I am seeking some new "recruits" for a serious project of mine. So I figured I'd give the Total War community a try, as I might be lucky enough to find the right guy/girl here. Before I go any further, I must assure you that this is not one of those run of the mill, fly-by-night "let's make a game" internet projects. This is a serious thing which has been in the inception/prototyping stages for a couple of years, and we do actually know what we're doing. So you want to know what exactly we are doing, right?And you want to help?
lol...
I'm actually developing a game engine, at this stage, and not an actual game (though that's what the engine is for). But this engine is quite different from others. It is to be, almost entirely, written in C#; and is primarily targeting the DirectX 10, 10.1 and 11 technologies. However, I do hope to port it to OpenGL/Mono, to open up the possibilities of true cross-platform deployment; provided I can afford the necessary talent. Over the past few years I have developed several working prototypes of this engine. I have quite a bit of solid, perfected code from these prototype versions which will be used (everything from high-precision timers to dynamic lighting to advanced ballistic physics). And I have finally decided to begin work on an official, commercial version of the engine. I've literally just started a new Visual Studio solution and have begun importing my best chunks of code from past prototypes and tying up loose ends; [re]constructing the foundation of the engine. So this gives me a unique opportunity to seek new "recruits" whom I can tightly integrate into the project from the start. Let me give you a better technical/architectural picture of the engine...
This engine provides an abstract interface for game and simulation development which removes the complexities of dealing directly with low-level programming and the local hardware of end-user systems. The engine itself handles the "boilerplate" work of finding graphics cards and monitors, polling system specs/caps and selecting compatible display modes, shader models, yadda-yadda... It also abstracts away the complexities of dealing with multiple DirectX versions; and in its finished state, it will provide an interface with which the same game can run on virtually any rendering/media backend (be it DirectX, OpenGL, a custom software renderer, etc). The engine architecture is modular and component-based, making it both light-weight and extensible; but more importantly, the weak-coupling and low interdependency of engine sub-systems means that individual components can be easily rewritten or replaced (for example, to switch to an OpenGL backend or Miles Sound System) without breaking everything else.
As of now, I am predominantly targeting the latest DirectX SDK through the use of the SlimDX wrapper; which has become quite stable/robust and is suitable for the task. However, I plan to extend the capabilities and feature sets to the greatest extent possible. A complete wrapper for nVidia PhysX is one of the more important things on the agenda. I may also decide to support some other things, such as the CUDA libraries. The DirectX 11 renderer will indeed support multi-threaded rendering and all of the other great technologies that make 11 so awesome. But all of this is the bottom-end, low-level architecture of the engine... The actual development interface exposed to client code is a whole different story!
In short, the engine will provide all of the "bread and butter" features other commercial engines provide. However, there will be a greater focus on physics realism (including ballistics and flight physics), high-quality lighting and shaders, performance and stability and more. There's far more to it than that, but it's more than I have time (or space) to adequately explain...
I need more programmers. Ideally, I would like to find other people with the same (or greater) experience and passion for C# and game/graphics/physics programming. However, as I said before, there is a unique opportunity here for me to help train newbies and aspiring programmers. All you really need is a brain, a willingness to learn and put in effort and a passion for video games and simulations. This project will eventually shift gears into actual game development when the engine is ready; and I am fortunate to have the help of a good friend who is an amazing 3D artist and game designer (he actually has a degree in game design, unlike me). But this is not limited strictly to programmers. We do need 3D modelers, texture artists, designers and everything else. So if your talents lie outside the programming realm you are still to be welcomed with open arms.
NOTE: At this stage I am not officially hiring people to work on a salary. But if you prove yourself capable and reliable (and want the job) an official, paid position (and stock ownership) in the company can indeed be your fate.
If you have any questions, fire away...
Regards,




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