Um...BGC was the driving dream behind my major in college. I've an MS now in AE and a dozen years experience coding engineering and ground test simulators for actual spacecraft (think targeting systems on board "orbiting platforms") in FORTRAN/C/C++ (it's not the language that matters. Any idiot can program. It's the physics that's tricky). I'm coming back around now thinking 'bout doing at least some BGC twiddle in the world.
I've never programmed for a gaming physics engine, but they look simple enough (um....to me). I'd like to have a go at learning Bender too. I've angry Photoshop skills if need be.
Drop me a note if I sound like an asset. I'd at least like a copy of whatever hardsuit models you've got. I'd like to twiddle in a corner for a bit with 'em...mebby code up a working physics model, "thrusters" and all. Should be a simple matter of picking an open-source 3D gaming engine, shoehorning the formats and tuning the parameters. Write a few handlers mebby for the weapons n' displays. Cinch: four, five years of spare time tops.
2033, 2040? Don't care. Whatever.
-Paw.
I've never programmed for a gaming physics engine, but they look simple enough (um....to me). I'd like to have a go at learning Bender too. I've angry Photoshop skills if need be.
Drop me a note if I sound like an asset. I'd at least like a copy of whatever hardsuit models you've got. I'd like to twiddle in a corner for a bit with 'em...mebby code up a working physics model, "thrusters" and all. Should be a simple matter of picking an open-source 3D gaming engine, shoehorning the formats and tuning the parameters. Write a few handlers mebby for the weapons n' displays. Cinch: four, five years of spare time tops.
2033, 2040? Don't care. Whatever.
-Paw.