Hiya,
I know all who read my original post enjoyed it to no end, but after thinking about it for a while, I decided it wasn't really very professional, although true.
Our team had our weekly meeting today and I didn't even mention to them what I posted here, but they would have been rolling on the floor. I will save that for some other day when we all need a good laugh.
One of our programmers, who I talked into working on this game, has been bitching, moaning, and groaning about the 3DGS engine since the day he joined team. But hey, that crazy mofo has the pathfinding cruising, terrain shaders looking AAA, and working on intergrating speedtree in at the moment, but he couldn't code a lick of shit in 3DGS, nor does he want to. If you join team you will figure out who he is fairly quickly, lol.
@ lostclimate,
I remember seeing some good work you have accomplished with 3DGS, I talk with Jim tommorrow and get in contact with you soon. I think as long as you are familar with C++ and can program in it, there shouldn't be any crazy complex C++ programming you would have to do, it would mainly be working with and changing existing C++ code we have, but 3DGS code you would definately have to be able to create code for the task at hand.
The real problem we have right now is that I am the only programmer doing things with 3DGS code and also have to intergrate every new C++ dll, test for crashes/bugs, etc. I could really use some help subtasking out stuff to be done in 3DGS, with the abilty of the programmer to be able to understand and change or at least be able to tell the C++ programmers what needs to be changed or being able to find where the bugs are and relaying this to the C++ coders. It is a fun job, but I guarantee you it will be very challenging.
Ok,
Later all,
Loco