   3D game/simulation engine - procedurally generated content
team name:  iceworksproject name:  ice3Ddescription:  This project is a methodical effort to develop a highly-efficient, programmer-friendly 3D simulation/game engine that supports as many forms of procedurally generated content" as feasible, where "content" refers to 3D shapes, 3D physical objects (including solids, liquids, gases and plasmas), image/pattern-textures, surface-textures, sounds, voice/speech, and so forth (only 3D shapes and objects are implemented so far).  The engine architecture is client-server (the engine being server), but implemented in such a way that the client (game/simulation/application) can run in the same process for maximum efficiency.  Enough of the fundamental engine is implemented and reliably creates, displays and animates procedurally generated hierarchical objects on both Linux and win32.target aim:  This project is created to support all sorts of 3D simulation and game applications, but whether the engine itself becomes a commercial product is open for discussion.  What is appropriate cannot be known at this early state of development.compensation:  Consider this a learning experience, or an opportunity to research and develop novel 3D engine technologies and techniques.  If the engine in whole or part generates revenue someday, we will happily share any gold your work supports.technology:  The engine is written in C/C++ (without classes or templates) and requires OpenGL 2.1 and GLSL 1.2 or better currently (soon OpenGL 3.1 and GLSL 1.3).  The current development tools are CodeBlocks on Linux and VS2005 or later on win32.  We tend to avoid support libraries, exceptions being GLEE (now), probably some multi-platform sound library in the future (perhaps OpenAL), and possibly a multi-platform library to generate [texture] images of unicode text in any font/size/style.talent needed:  We only need programmers currently.  However, it is slightly possible that your team might want to start developing a game with the engine as it is... assuming you need an engine optimized for procedurally generated content, in which case you could provide us feedback and feature requests.team structure:  We are currently a team of one sentient being, ready to continue as such indefinitely, but also ready to accept new contributors who want to do some interesting and hopefully cutting-edge research and development (on limited or extensive parts of the work that needs to be done).website:  We have a website with a private forum for our members only.contacts:  Please contact via the PM (personal message) feature provided by this forum, or send email to maxgpgpu@gmail.com if you prefer.  If you notice this message after June 2009, please send email in case we are no longer monitoring this forum at reasonably short intervals.previous work:  senior [engine] developer of one commercially released PC game, and co-lead [engine] developer of one commercially released PlayStation game, including AI, physics, lighting, input/control, and just about everything except design of artwork and the game itself (both were contracts for one project/game each).  I have been a self-employed scientist, engineer and product developer for nearly my entire career, with a few paying gigs like senior research scientist for AirForceResearchLabs on astrodynamics, space/satellite sciences, optical systems and related technologies.  I designed, prototyped and sold/licensed several scientific and technical products over the years, some of which took me years to complete (the point being... expect this project to consume significant periods of time too, but rest assured it will be completed (unless I get run into by a truck or satellite, or get sent by NASA on a one-way trip to Mars (per my request)).additional information:  If you are a solid, careful, skilled programmer but have little or no 3D game/graphics/simulation experience, you could both contribute to aspects of this engine AND learn about 3D game/graphics/simulation engines and technologies.  We are not just tossing something trivial together.  Most likely each new contributor would want to take full responsibility for one or two aspects of this engine with the understanding every other contributor is available for advice, brainstorming, and possibly assistance.  You are also welcome to experiment with the existing procedurally generated content capabilities to make demos (or even games).  The engine creates most fundamental shapes and objects from which more complex and specialized shapes and objects will be generated.  But creating routines to create, assemble and manipulate the more complex procedurally generated shapes and objects is work that currently needs attention.feedback:  We welcome thoughtful, carefully considered feedback from anyone who is at least moderately skilled and accomplished, or has researched procedurally generated techniques.  We don't need to hear why you believe our project is impractical or a silly waste of time (you have no idea what ulterior motives and applications this endeavor supports).   