about programming live in different country's

Discussion about everything. New games, 3d math, development tips...
Post Reply
lostgdi
Posts: 5
Joined: Wed Jan 05, 2011 12:28 pm

about programming live in different country's

Post by lostgdi »

Hello every one.
I am 29 old guy, from china. I was use to program in PHP. and I tink I was a luckly one, cause I was earn some money that I can use it to my living fee for 5-8 year.
If without that money I earn. I can't imagine I will doing programming in 3D, because this it will spend a lot of time and I need living fee by myself. so I doing programming along in my mate.
How about other country friend situation?
ChaiRuiPeng
Posts: 363
Joined: Thu Dec 16, 2010 8:50 pm
Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..

Post by ChaiRuiPeng »

hello! :D i am going to with well luck start my own small indie dev studios, maybe it just be me alone for the start.
lostgdi
Posts: 5
Joined: Wed Jan 05, 2011 12:28 pm

Post by lostgdi »

:D I'd be glad to get more contact with my own country friend.
join me ? my QQ:56079024
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

hey guys, i'm from malaysia. not many people are doing 3d programming here. i had a QQ account before but I forgot what's my ID numbers :lol:
Dareltibus
Posts: 115
Joined: Mon May 17, 2010 7:42 am

Post by Dareltibus »

there are lots of people that likes c++ and 3d programming, so much that is very hard find some job.
KP84
Posts: 44
Joined: Thu Feb 24, 2011 5:08 am

Post by KP84 »

Game/3d programming has become something like an actor or singing career. Everyone want to so nobody can find a job. Needing to serve people in restaurants or working at the gasstation until you have forced your way into the world of the industry so the paying people can't leave you out. Until then youre home is crappy, your plate is empty. One con in comparison of an actor is you have to have an expensive system. One pro, if you can enter the world of the industry as indie and force yourself into it, you don't need them anymore. Just create a good application :)

In other words I think it is just the same in all countries as you need to eat, sleep and live your live. That will take a lot of time due to the crappy paid job. Any other job requires more time so you can't develop. And besides developing code you also need to learn (as indie) how to create the artwork that comes along. Also a time consuming business.

Those that have a entered the so called big businesses of the market are the ones that have luck. Nothing other than that or they happened to be rich prior and could start a business in the field and attracted the people they needed (the lucky ones).

So good luck with the indie stuff, keep an eye on the market itself (another time consuming part) and you will get there. Eh if I don't beat ya ;p

Code: Select all

// if you think real code is always interresting, read this line again
TerryRussell
Posts: 12
Joined: Wed Mar 30, 2011 7:14 pm

Post by TerryRussell »

Everyone want to so nobody can find a job
And yet, I have posted a message in this forum that I need some one to do some programming for us, for which we will pay, and so far not one person has responded.

Perhaps those people who want a job are not looking very hard?

Or perhaps I am just impatient?

See http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=43485 if you are interested.
Regards,

Terry
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

TerryRussell wrote: And yet, I have posted a message in this forum that I need some one to do some programming for us, for which we will pay, and so far not one person has responded.
Perhaps those people who want a job are not looking very hard?
I think it`s probably because you`re looking for something very specific- realtime affected ocean water or sth similar. Obviously you need someone handy with shaders. I have some humble experience - made some things, but although I have some idea of the water techniques from the examples here-there, I haven`t tried implementing water myself yet because my game/engine doesn`t require it at least at the time being. And I know only hlsl/cg and am not that confident in my programming skills to get paid for it. Plus, I`m quite buzy lately doing various mostly nonprogramming stuff. That`s the reason why I don`t feel qualified/suitable for the job.

BTW you can show some picture from some commerical engine water that you like, to give the notion about what the end result should look like, a bit more info about the actual task- how should the "stormy waves" behave and look like, whether there`ll be some advanced interaction with the water (shore waves, ships drifting on the waves etc.), because this really affects on the difficulty level- especially If you need something really fancy and lifelike, as it needs some basic fluid mechanics knowledge. The difficult part in such a system is the two-way interaction- the ship affects the surrounding water and the water affects the ship itself etc, etc...
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
TerryRussell
Posts: 12
Joined: Wed Mar 30, 2011 7:14 pm

Post by TerryRussell »

Hi Shadowslair.

I didn't think that this task is very demanding, but maybe I'm not the best person to judge that.

I think it needs for someone to be able to create a suitable matrix that can be controlled. That can be run as a wireframe at first, to demonstrate that it works. I'm happy to run this as a project of two parts. i.e. part 1 to create that wireframe matrix and part two to paint the ocean onto it.

In part two we can worry about applying shaders to it. We do of course already have the shaders that I have used in my Quest3D and Dark GDK versions. I think they can be transferred easily enough.

We do have a very large library of resources for people on this project. But I wouldn't release those to anyone outside of it, of course. These include all sorts of text, images, similar programs and so on. If we can find a suitable person or persons, they would have access to our library.

***

If you want to see what I have produced already, go to
Amazing Forum and download the marine simulator video from the annoucements section.

Short cut to it: http://www.amazing-forum.com/viewtopic.php?f=7&t=488

I will also be releasing a demo version that shows two different ways that I have programmed the ocean effects. Probably will be released on that forum on Tuesday. I think all of the shaders used here will be re-usable.

****

But don't worry about things such as bow waves in the water or how the ship will respond to the water. That's already programmed by me. Fluid dynamics is a speciality of mine.

For now, all I want is someone who can give me the program for the matrix. Then we can talk about what comes next.

So far, you are the only person to even ask. That might explain why others cannot get jobs in the industry. It takes a lot of putting yourself forward. What impresses me is when someone comes along and says "I have {this} experience. It's not an exact fit and I may not know exactly how do to what you want, but I will push hard and figure it out for myself."

With people like that, I know I can give them new tasks and let them get on with it. Experience counts for little in industries such as ours where almost everything is cutting edge. Willingness counts for a great deal. (there is a big hint here!)
Regards,

Terry
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

TerryRussell wrote: I think it needs for someone to be able to create a suitable matrix that can be controlled. That can be run as a wireframe at first, to demonstrate that it works. I'm happy to run this as a project of two parts. i.e. part 1 to create that wireframe matrix and part two to paint the ocean onto it.
If you already want to use shaders, the vertex transformations should be applied in vertex shader. Way faster. And it's just a simple sine function, really.
The hard part is integrating the reflection/refraction into your engine, as it requires rendering to texture.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
TerryRussell
Posts: 12
Joined: Wed Mar 30, 2011 7:14 pm

Post by TerryRussell »

Thanks ent1ty.

I have done this several times previously and I know how it can be done. I just don't have the time right now.

I had thought that by going to the heart of the Irrlicht community, I'd be able to find at least one person for this project. There are some impressive pieces of work here, buried amongst the rest of it. But I guess that the people capable of such things are already fully occupied. Oh well...

Unless I hear from someone who is interested fairly soon, I guess I will go to plan B after the weekend. I have a trainee who is engaged in other things at the moment. We will switch him across to this, train him up and get a contractor in to do his work.

But that's inconvenient, and I would have preferred to add a new person from here so that we could slowly build up the work we gve to them.
Regards,

Terry
Post Reply