28 November 2023, 03:58 | #1 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,059
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Grind : engine coder needed!
This is an open call to the community. As the title suggests, we are currently looking for a coder with ASM/C knowhow, willing to help with the development of Grind (https://eab.abime.net/showthread.php?t=115890).
To be specific, here's a list of the most important/base features the engine lacks and what the help is needed for:
And this is the bulk of the main work(more or less). There are various other, secondary coding tasks planned or required as well, though many of these can already be covered by the existing coding team. In regards to sources (and as mentioned above) most of the game's logic is in C (using VBCC) while the renderer stuff and core engine is in ASM. The game uses a custom Wad format (maps made in Doombuilder) and comes with a custom tool/interface (and scripts) which is used to setup and compile most of the assets and data, while the final exports are done with Visual Studio. To get a better idea you can also check the Dread source drop here: https://github.com/Krzysiek-K/Dread-source-drop (the Grind source is based on that though closed for now). Note that we are open to any and all help offers, even for limited tasks in regards to the above list. And since this project is going commercial also expect compensation for your work/trouble (either sharing the spoils from the release or flat payment). In regards to questions, feel free to ask below and for those interested PM or send a mail to admin@pixelglass.org Last edited by Tsak; 22 March 2024 at 00:26. Reason: update |
28 November 2023, 04:52 | #2 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,207
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Just out of curiosity, will the loaders for game assets be required to run from floppy disks or will the OS be allowed to run this as overlay hunks or shared libraries from a hard drive? I know that KK's original code was merciless hardware banging but accessing filesystems gets harder when using trackloaders instead of DOS.library routines.
Edit: I missed this quote: Quote:
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28 November 2023, 06:06 | #3 |
Registered User
Join Date: Oct 2021
Location: England
Posts: 1,279
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wonder is this is something h0ffman could contribute towards? esp if he was allowed to throw in some show-and-tell on his coding twitch stream like he did with cecconoid/metal gear/etc. obviously 3d stuff might be a headache compared to good old 2d. maybe someone can throw him a query, he certainly ticks the boxes for asm/music.
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28 November 2023, 21:04 | #4 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,059
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Quote:
During compiling there are also options whether to kick the system out or not or use the custom trackloader etc. |
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11 December 2023, 23:42 | #5 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,059
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Update:
Points below are now taken: -On demand, dynamic assets loading -Low level I/O for saves. -Disc version specifics. The new coder has also started a general cleanup, plus maintenance tasks for our exports, tool and sources. So now Music support is the biggest priority item remaining. Any takers? *New update: Music is now implemented and seems we can also now tackle all the other remaining points with the current team. Thanks everyone! Last edited by Tsak; 22 March 2024 at 00:29. |
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