Tertsi
11-25-2005, 12:41 AM
The Windows game engine is not yet finished, but I'm already starting to look for applicants who could port the engine to Mac so I'd get the Mac port started as soon as the Windows game engine is finished. I expect finishing the Windows game engine and its testing to take more than one and a half months. So you’d likely start working on the project on the first quarter of 2006.
The engine is derived from the PopCap framework version 1.22 beta, some coding conventions are different and some stuff have been taken off or modified. (For example the widgets and the triangle software rasterizer are gone.)
The engine is coded in C++.
You’d have to adapt to my simple coding convention while working on the project. That shouldn’t be too hard though.
The Mac port would have to be done so that I can use the same interface on the game code for both the Mac and Windows versions, so that the Mac specific code would sort of be behind the scenes.
The Mac port would at least have to work on any Mac X OS version.
The engine's idea is to be easier and more efficient to use than the PopCap framework and to also be cross-platform (only Windows and Mac though). The engine will not be used on independent games alone.
I don’t have a FMOD license and don’t want it either because it supports only two speakers. Therefore you will have to be able to convert the simple DirectSound + .ogg system to Mac with code that doesn’t restrict my ability to use it commercially and the Mac sound system will also have to support more than two speakers.
Overall converting the project is likely to take less than a half of what converting the PopCap framework would require. While I am looking for an affordable price, however the negotiated rate should be OK for a good amount of freelancers.
Before I'd send it to you, I'd test that the Windows version of the Game Engine is working fully at least on the computers that I can get my hands on.
I'd expect you to do the same with the Mac port.
You'd receive 70% of the payment when the Mac port is finished and tested by you. Once a game has been released using the engine and all or almost all possible Mac version engine specific compatibility issues have been detected, you will need to fix those and once they are fixed, you will receive the payment for the remaining 30%.
The copyright of your code would be transferred to me and you wouldn’t have a license to use the engine unless you want it and deduct X% from the total price of the contract.
Requirements:
• Proficient C++ programmer of at least one published commercial Mac version of a game.
• Knowledge of OpenGL and DirectX (7). You should be able to convert at least some of the DX-based functions to OpenGL without looking for reference.
• Get to know the free PopCap framework before contacting me. You’ll get a better picture of the project (and you’ll then better know if this project is for you) and learn some stuff you need to know before starting the project.
If you’re interested and/or need more information, contact info _A’T_ battlesofnorghan.com with your resume attached along with a Mac game engine specific C++ code sample. Put “MGEngine Mac porter” as the e-mail subject.
The engine is derived from the PopCap framework version 1.22 beta, some coding conventions are different and some stuff have been taken off or modified. (For example the widgets and the triangle software rasterizer are gone.)
The engine is coded in C++.
You’d have to adapt to my simple coding convention while working on the project. That shouldn’t be too hard though.
The Mac port would have to be done so that I can use the same interface on the game code for both the Mac and Windows versions, so that the Mac specific code would sort of be behind the scenes.
The Mac port would at least have to work on any Mac X OS version.
The engine's idea is to be easier and more efficient to use than the PopCap framework and to also be cross-platform (only Windows and Mac though). The engine will not be used on independent games alone.
I don’t have a FMOD license and don’t want it either because it supports only two speakers. Therefore you will have to be able to convert the simple DirectSound + .ogg system to Mac with code that doesn’t restrict my ability to use it commercially and the Mac sound system will also have to support more than two speakers.
Overall converting the project is likely to take less than a half of what converting the PopCap framework would require. While I am looking for an affordable price, however the negotiated rate should be OK for a good amount of freelancers.
Before I'd send it to you, I'd test that the Windows version of the Game Engine is working fully at least on the computers that I can get my hands on.
I'd expect you to do the same with the Mac port.
You'd receive 70% of the payment when the Mac port is finished and tested by you. Once a game has been released using the engine and all or almost all possible Mac version engine specific compatibility issues have been detected, you will need to fix those and once they are fixed, you will receive the payment for the remaining 30%.
The copyright of your code would be transferred to me and you wouldn’t have a license to use the engine unless you want it and deduct X% from the total price of the contract.
Requirements:
• Proficient C++ programmer of at least one published commercial Mac version of a game.
• Knowledge of OpenGL and DirectX (7). You should be able to convert at least some of the DX-based functions to OpenGL without looking for reference.
• Get to know the free PopCap framework before contacting me. You’ll get a better picture of the project (and you’ll then better know if this project is for you) and learn some stuff you need to know before starting the project.
If you’re interested and/or need more information, contact info _A’T_ battlesofnorghan.com with your resume attached along with a Mac game engine specific C++ code sample. Put “MGEngine Mac porter” as the e-mail subject.