I'm the Lead Programmer of a 3D adventure game and, as of now, all the basics of the game engine has been completed (including the basic adventure game logic).
What we're in desperate search of is a character system programmer, who can design and implement a system that will enable us to have hi-res models and tons of animations available at run-time.
Together with me (who's writing the main engine), you'll be in charge of the character system and all aspects of it. I'll gladly help out in the areas I'm capable of, though
You will be responsible for..
- selecting a suitable character modeling format for the game (md3, 3ds, etc.)
- writing a system which can load the modeling format
- writing a system that can handle the loading and playing of animations for the loaded models
- writing a system that can easily be implemented in the main engine (preferably through the use of .libs)
Requirements:
- Extensive knowledge of modeling formats and animation techniques (quarternions, etc.)
- Extensive C/C++ knowledge
- A dedicated attitude towards doing an indie project and working on a team
If you feel like you have what it takes, don't hesitate to drop me a line at: Halloko@hotmail.com !
We're desperately looking for a talented programmer to help us achieve our goals..
Company Website
Character System Programmer Needed..!
Started by Halloko, Nov 14 2004 07:47 PM
8 replies to this topic
#1
Posted 14 November 2004 - 07:47 PM
#2
Posted 14 November 2004 - 09:43 PM
You're in luck! Just use Cal3d. The work has already been done for you.
Jesse Coyle
#3
Posted 15 November 2004 - 05:07 PM
Quote
You're in luck! Just use Cal3d. The work has already been done for you.
The thing is it hasn't been updated since November 28, 2003 (according to SourceForge) and I'm really not satisfied with it!
Furthermore, I want to be able to do exactly what I want by having my own character system etc.
Any ideas? :)
#4
Posted 15 November 2004 - 05:54 PM
What is it that you are not able to do with Cal3d?
Jesse Coyle
#5
Posted 16 November 2004 - 12:02 PM
Well, can't mention anything specific off the top of my head, I just haven't been completely satisfied with it.
I'll have a look at it again, though. Do you know if you're able to control facial animations through Cal3D?
Oh, and don't you think I'm right that the Cal3D project is kind of dead? There haven't been any CVS activity for over a year now... (still no version 1).
I'll have a look at it again, though. Do you know if you're able to control facial animations through Cal3D?
Oh, and don't you think I'm right that the Cal3D project is kind of dead? There haven't been any CVS activity for over a year now... (still no version 1).
#6
Posted 16 November 2004 - 05:07 PM
The library doesn't need to change constantly to still be good. The C++ standard hasn't changed in some time, but it is still entirely functional.
Yes, you can do blending of any animations in real time. They show how to do this in the example skeletons. There is a walk cycle blended with a waving or clapping cycle. Just blend your normal animation with a talk animation.
Yes, you can do blending of any animations in real time. They show how to do this in the example skeletons. There is a walk cycle blended with a waving or clapping cycle. Just blend your normal animation with a talk animation.
Jesse Coyle
#7
Posted 16 November 2004 - 06:14 PM
NomadRock said:
The library doesn't need to change constantly to still be good. The C++ standard hasn't changed in some time, but it is still entirely functional.
As long as it's still not version 1 (or higher) you can't expect it to work fully and with every basic thing implemented.
Merely what I meant by it :)
NomadRock said:
Oh, neat. I'll have to have a look at it again it seems.
Just had a look at Half-Life 2's characters.. that's something beautiful :cool:
Thanks for the help. :tongue:
#8
Posted 16 November 2004 - 06:39 PM
Realistically, most opensource projects are in perpetual beta. Beta mearly signifying that the author still has something he wants to implement before he will consider it "complete"
Dont fool yourself into thinking that a project with 1.0 next to it will fulfill all your wildest desires and one with 0.62 next to it simply wont meet your needs. This is the road toward being a very bad manager. Look at the project and what it can do seriously. You obviously havn't yet, because simply running the demo app would have answered your questions thusfar. Actually go into the api and see what you can and what you cannot do. If there is something that you really must have that Cal3d cannot do for you without taking more work that it would be to design a new character system from the ground up, then feel free to do so. I seriously doubt this is the case however.
Dont fool yourself into thinking that a project with 1.0 next to it will fulfill all your wildest desires and one with 0.62 next to it simply wont meet your needs. This is the road toward being a very bad manager. Look at the project and what it can do seriously. You obviously havn't yet, because simply running the demo app would have answered your questions thusfar. Actually go into the api and see what you can and what you cannot do. If there is something that you really must have that Cal3d cannot do for you without taking more work that it would be to design a new character system from the ground up, then feel free to do so. I seriously doubt this is the case however.
Jesse Coyle
#9
Posted 17 November 2004 - 04:34 PM
Hehe, you've convinced me. I'll have a closer look than what I've had so far (unti now I've just used it for very basic loading and animating).
I don't recall much from the demo-app but maybe it's time to have another look :)
Thanks a bunch :wink:
I don't recall much from the demo-app but maybe it's time to have another look :)
Thanks a bunch :wink:
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