   Programmer needed for odd jobs (Paid)
Team name: none / the Elium teamProject name: EliumBrief description:Elium is a non-linear 3D Action RPG set in a rich, real and dynamic world in a custom medieval and mild-fantasy setting.The game was in development for more than 2 years by only me and some programmers on and off (Shalinor, Dean). It is at a playable alpha state and already has some interesting features including a basic version of the fighting system with enemy AI characters, and basic zone-based world saving and loading.Target aim:Shareware/Retail/Freeware - The usual hopes of Shareware/Retail and the alternative of Freeware if nothing else is sorted out.Compensation:Payment with real money! I'm looking for a per-task scheme. Keep in mind the budget is very limited, I'm paying with my own savings so I'm open to hear offers. Then we can sort the payment details.Technology:Game Engine - [ Nebula 2 Engine ] - Cpp and Direct3D) uses ODE physics and our own eEntity system.Talent needed:Programmer. As mentioned I'm looking for a per-task scheme. The first task would be shadow mapping. Future tasks would include basic player-object interactions, an inventory system, and a basic quests system.Team structure:Chosker (me) - 3D Art, Designer, 2D Art, Programmer.Website: [ Elium Website ]Contacts:Email: osanzpont(at)hotmail(dot)comMSN: osanzpont(at)hotmail(dot)comPrevious Work by Team: noneAdditional Info:The game is focused on outdoors (heck, there aren't any indoors yet), so it might be a good idea to implement something optimized for that use. Then again I'm budget-limited here so if plain and simple shadow maps are significantly cheaper then they'll do.The engine already has features like shadow volumes and render targets. There's also a failed (unfinished) try to implement shadow mapping by the former programmer. Any or all of this related code might be useful (for example he re-used the shaders' shadow-volume-shadowing part).The engine also supports multiple lights, so let me know if the price would go up to make shadow mapping work with multiple lights instead of just the sun light.Feedback: Encouraging/Any   
  Im very interested in helpin you here.  Here's the situation, and you can see if you're willing to give it a go.I'm a student at DeVry University in K.C., MO.  I don't have experience in large scale programming, and have only made a few small programs in my programming courses, but I'm extremely interested, have a natural grasp of programming concepts, and the dedication to match.Because I don't have the experience, I'll definitely be your cheapest option; something I believe a limited-budget project can be thankful for.  If you're a little hesitant to do this, but want to see how it goes, I'll gladly accept the first "odd job" you have, and when it's complete, and we've both been compensated, you can decide if you'd like to proceed.  I assume it's customary to present or offer some sort of portfolio or list of projects; but, unfortunately, this would be my first one.  I'd appreciate your consideration with this.  If you're interested, reply here, P.M. me, or email me at bryantdmccracken2005@hotmail.comThanks!   ;  DotNetDev: emailed you! you must have a lot of free time, I've seen you offer services and ask for help in a number of projects these days.still looking for more offers   ;  What's the lowest GPU spec you plan to support?Does Nebula 2 work with OpenGL?   ;  We used to support running on DX7 with only fixed pipeline shaders, however the nCEGUI implementation never had a working one so it was left behind. So it would be nice to support DX7 fixed pipeline shaders, but it's not needed (we could always make the shadow functions disabled if the DX7 spec is detected - easy to do in Nebula2).So anyway the lowest spec would be DX9 on 2.0 shaders.as for OpenGL, it was never implemented into Nebula2.   