If that's how much you think a junior consultant should get paid, hire me!Prime Junta said:So you're suggesting I hire consultants instead of perm workers? I'm cool with that, if you'll put up the cash. Say, $200k for starters; that ought to hire one junior consultant for a year as well as pay me some pocket money for my effort. You in?
AFAIK, the only Torque RPG that has been completed is Minions of Mirth, which is can be played as a single player game or an MMORPG. You can find out more and/or download a free edition at Prairies Games.elander_ said:Does anyone know any decent crpg made with Torque?
dojoteef said:If that's how much you think a junior consultant should get paid, hire me!Prime Junta said:So you're suggesting I hire consultants instead of perm workers? I'm cool with that, if you'll put up the cash. Say, $200k for starters; that ought to hire one junior consultant for a year as well as pay me some pocket money for my effort. You in?
If you think you need $100K (presumably if you split $100k for you and $100k for your consultant) for one year for hiring a JUNIOR level position you don't know what you are talking about. At junior level for programming you can expect a yearly salary in $50k-$60k level. So you are trying to tell me there is an additional overhead of $40k-$45k??Prime Junta said:dojoteef said:If that's how much you think a junior consultant should get paid, hire me!Prime Junta said:So you're suggesting I hire consultants instead of perm workers? I'm cool with that, if you'll put up the cash. Say, $200k for starters; that ought to hire one junior consultant for a year as well as pay me some pocket money for my effort. You in?
If you think that salary is the only cost associated with hiring someone, don't go into business for yourself.
dojoteef said:If you think you need $100K (presumably if you split $100k for you and $100k for your consultant) for one year for hiring a JUNIOR level position you don't know what you are talking about. At junior level for programming you can expect a yearly salary in $50k-$60k level. So you are trying to tell me there is an additional overhead of $40k-$45k??Prime Junta said:dojoteef said:If that's how much you think a junior consultant should get paid, hire me!Prime Junta said:So you're suggesting I hire consultants instead of perm workers? I'm cool with that, if you'll put up the cash. Say, $200k for starters; that ought to hire one junior consultant for a year as well as pay me some pocket money for my effort. You in?
If you think that salary is the only cost associated with hiring someone, don't go into business for yourself.
Prime Junta said:I've been looking a bit at some OSS game engines like OGRE, Crystal Space, Reality Engine and such. It strikes me that most if not all of them appear to be (a) oriented towards twitch games, and (b) operate at a pretty low level of abstraction (e.g. OGRE isn't much more than a pure rendering engine). OTOH most RPG construction kits I've seen appear to be technologically pretty primitive when it comes to the bling factor (we're talking 2D sprites, square grid, and pretty basic sound).
Now, suppose someone were to start an OSS project with the objective of creating a game engine geared specifically towards CRPG's. The main design goal should be to make creation of game content as easy as possible, while providing as much bling as is feasible and handling the trickier issues of platform compatibility.
Suppose the "Open RPG engine" project would have the following goals and characteristics:
* Non-restrictive license (MIT, Apache, BSD or similar)
* Builds on an existing OSS game engine project
* Defines file structure for game modules and other assets
* Not tied to any individual system of game mechanics. Instead, hooks from the API to the game mechanics are abstracted. (Example: an inventory management function is part of the "core," the concept of "bulk" is defined for objects, and an operation to recompute a stat for a character is permitted when an object is added to or removed from inventory. However, what the stat actually is, is defined in the separate game mechanics module.) It should be flexible enough to accommodate anything from S.P.E.C.I.A.L to d20 and between (but not necessarily twitch-based systems).
* Includes:
** Toolset similar in scope to the NWN or TES construction sets
** Rendering, sound, FX
** UI functions such as:
*** Inventory management
*** Party/character control
*** ...etc.
** Library of models, animations, and objects
Basically, what I have in mind is something like the NWN toolkit, only (a) open-source, (b) not organically tied to the d20 system and (c) better.
Thoughts? In particular, is there a project like this already in existence and I just missed it in my quick look-see?
Psilon said:Last time I looked at Panda it wasn't especially impressive. Have things changed in the past year or so?
Implemented features:
* Multi-platform : Linux / Unix, MacOSX, Windows
* Object model, including camera, light, world, volume,...
* Cell-shading
* Shadows
* Particle systems
* Full screen
* Tutorials and demos included
* Trees
* Raypicking
* Landscapes
* 3D character animation (with Cal3D)
* Exportation scripts for Blender, Obj/Mtl, Maya and 3DSmax
* Event management (keyboard, mouse,...)
* Environment mapping
Soya-specific feature (usually not present in most other 3D engine):
* Soya takes care of coordinate system conversion automatically!
* Soya imports Blender models automatically!
* Soya automatically regulate the rendering speed by modifying the animation quality!
* Soya is able to determine automatically which objects are static, and to optimize their rendering! (work in progress)
* Soya's object, including the ones you may create using inheritance, can be saved without writing additional code, using serialization (Pickle or Cerealizer)!
Major New Features
* dtHLAGM: A HLA networking component for the GameManager that support an Agile FOM interface using XML.
* User input via dtCore::Keyboard and dtCore:ouse now follows the Chain of Responsibility pattern. This also users to have finer-grained control over who handles input events.
* Brand new dtCore::SkyBox which support three render profiles: fixed function, cube map, and angular map. This refactor fixes the infamous ATI/SkyBox bug!
* Support in dtCore::EffectManager for extensible DetonationTypes.
* Support for Microsoft Visual Studio 2005.
* Universal Binaries for Apple MacOS X.
* Shader architecture which loads OpenGL Shading Language vertex and fragment shaders with a XML definition file. Shader groups can now be attached directly to Actors in STAGE.
* Dead Reckoning GMComponent - added Actor helper object and dead reckoning component for the Game Manager architecture to tick and move objects with less actor updates (particularly useful for networked apps).
* BaseInputComponent - enables easy use of keyboard & mouse behavior in the GM using the recent changes to keyboard and mouse listeners.
* Massively enhanced Game Manager After Action Review capability with Task Actors and many other new features.
* Added interface for particle manipulation through code. Particles on the fly!
* LOTS more unit tests.
* Many, many bug fixes... see changes.txt for details.
Key Features of the Delta3D Game Engine
* High level C++ API with Python bindings
* STAGE: A powerful editor for building 3D worlds and scripting sequences.
* Supported on Windows XP and Linux
* LGPL license for core libraries. GPL license for STAGE.
* Particle systems
* 3D audio rendering
* Supports numerous standard 3D file formats (.3ds, .flt, .osg, .obj, etc.)
* High & low level character animation
* HLA networking
* Game-style client/server networking
* Extensible terrain architecture
* Terrain generation directly from source DTED
* Realistic terrain rendering using SOARX
* Procedural vegetation placement on terrain
* Tool suite: STAGE, Particle System Editor, 3D Model Viewer
* 3D content exporters for Max 7, Maya 6, and Blender 2.37
* Email and web forum support
* Unit tests
* platforms: linux, window, mac...etc
* logicbrick system
* python script
* support glsl shader 2.0 (vertex and fragments programs via python or build in)
o normalmap
o parallaxmap
o specularmap
o colormap
o detailmap
o environment reflect cube
o environment reflect sphere
o vertex color
o phong shader
o dynamic shadow -not yet (soft and stencil shadow)
o gl particle system (not yet)
* physics: bullet and sumo
* sound: wav (ogg,mp3 not yet)
* textures: tga+alpha, png+alpha, jpg
* bitmap fonts
* gui (general user interface)-not yet
* mesh deform with bones
* terraine engine - not yet
* lod (level of detail - via python
* culling system: sphere, box, frustum (via python)
* portals - not yet
* network (via python)
* multi uv coordinata (via python)
* mipmap
* lightmap/shadowmap baking (not yet)
tozth said: