I was planning to write this announcement AGES ago. However I was kept busy by the work Mr. Burfoot has bestowed upon me, which has proven to be quite profitable. He seems to be very pleased with my services as evidenced in the 3 testimonies/references he has written (if you wish to verify them please inbox him on the forum). My most important achievement is an open-source (FFMPEG) based BinkVideo player which alleviates the need for the expensive BinkVideo player lib(my player also turned out to be 53% faster), my work has saved Mr. Burfoot's company a lot of money (in regions of 5 figure sums).
I have done some really stretching threading and parallel computing work.
NOTE: I DO NOT LIMIT MYSELF TO PURELY IRRLICHT (I had to fix the bink in pure OpenGL).
So what can I do? (the list is slightly incomplete)
http://indirectlightandmagic.tumblr.com/qualifications
The renderings which I have produced with my code:
http://indirectlightandmagic.tumblr.com ... reenshots/
September's "Screenshot of the Month" winner "OpenGL 4.0 Tessellation" (by me)
![Image](http://direct.4vandorp.eu/irrlicht/competition/1278.jpg)
And the best looking screenie (although not the most sophisticated):
![Image](http://s3.amazonaws.com/data.tumblr.com/tumblr_lrxzfncjsp1r320kso1_1280.jpg?AWSAccessKeyId=AKIAJ6IHWSU3BX3X7X3Q&Expires=1322086968&Signature=%2BInQoHtyz8MLdRUWgzEYY8NZka0%3D)
And some code to backup what I've shown (even if you don't end up hiring me you may find my grass generator quite a treat):
http://indirectlightandmagic.tumblr.com ... adsandcode
So what are the practical applications for you?
I am MOSTLY HERE TO FIX YOUR BUGS, people want to program everything themselves (which is fun). But chasing a bug for 3 weeks (as Mr. Burfoot was) is definitely not fun nor does finding a badly handled integer division enhance your learning. Some people want to program in a specific area like physics and not bother with graphics (particularly avoid shaders).
I can modify the OpenGL internals for you, as not many want to touch it.
Most notably I can fix/tweak your more advanced shaders like SSAO/GI and introduce serious parallelization with SDL or pthreads Multi-threading. Your apps could also benefit from SSE2 and 3.
A lot of you may be screaming at XEffects and the need for optimization, or struggling to tweak inferred and deferred pipelines.
ARE YOUR BILLBOARDS SLOW??? ARE YOUR CLOUDS OR PARTICLE EFFECTS SLOWING YOUR GAME DOWN??? I can improve your FPS DRAMATICALLY by moving billboard orientation, particle displacement and fading from CPU (as irrlicht does and why it's so slow) to the GPU. Heck with dx10 class hardware I can even handle the Billboard creation.
Do you want decent parallax occlusion mapping in a shader that doesn't bring your performance down to 5fps?
Or maybe you want hardware skinning???
Or you simply do not wish to dabble in GLSL.
Or maybe you don't want to get your hands dirty with Variance+Light Space Perspective+Parallel Split Shadow Maps to achieve the crisp soft shadows across massive terrain (the split positions/depths are a major issue here). Or are you not aware that during the HDR ping-pong pass you can also downsample the depth buffer to further enhance your shadows in a deferred pipeline?
The pricing?
I intend to make myself affordable, therefore I have two ways of charging.
Small Projects and bugfixing: $12 per 100 lines of C or C++ and $4.5 for 100 lines of GLSL
Big Projects like an entire rendering pipeline or a shadow system, are negotiable and are paid for the project. Regardless of lines of code(that's because you'd go bankrupt
![Wink ;)](./images/smilies/icon_wink.gif)
So contact me now if you want hard programming tasks done cheaply.