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RayCasting engine
Bid Request Id: 10497
Bookmark in my 'To Do' list
Posted by: C-bone (1 ratings)
(Software buyer rating 10)
Non-action Ratio: Very Good - 0.00%
Buyer Security Verifications: Good
Approved on: Mar 9, 2002
12:45:29 PM EDT
Bidding Closes: Apr 23, 2002
12:57:03 PM EDT
Viewed (by coders): 733 times
100% of work completed and accepted. Coder has been paid.
Max Accepted Bid: Bidding is closed
Project Type: Medium Business Project: $500 (USD) +
Bidding Type: Open Auction
Categories: Graphics / Art / Music, C++ / C, Hand Held/PDA Programming
Enter chat room for this bid request
(0 active users at Jul 27, 2003 10:37:02 PM EDT)

I need a Doom-style RayCasting engine for use on the Pocket PC platform, written in eVC. It should support sprite-scaling, collision, map loading, etc. It should be even more straightforward than i describe, as a working program based on a port of an existing engine would suffice (There are plenty of raycasting engines available with source on the net).

I am willing to pay a reasonable price for this but would consider paying more if someone was able to do a more enhanced engine (Duke Nukem 3D style) or even a full software-rendered 3D engine (Quake style).

Porting or writing apps for Pocket PC is fairly straightforward, even if you haven't used the SDK yet. The Windows CE framework has been designed for portability of apps between the desktop equivalents so even if you haven't ever programmed for PocketPCs, it isn't the greatest obstacle.

Complete and fully-functional working program(s) in executable form as well as complete source code of all work done.

Pocket PC operating system

(Doesn't need to support all processors, only the main processor type: ARM, although no asm would probably be needed so it'd probably work on all)

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Name   Bid Amount 
Date   Coder Rating  
Andrei Fortuna
(2 ratings)
in Iasi, Iasi
Bid id: 121,487
$2,000 (USD) Mar 11, 2002
3:40:38 PM EDT

I can do a fully 3d rendered Quake style engine with the following features :
  • Loading of quake maps (.bsp) files - the advantage is that you have plenty of existent editors for this (I already have written my own code)
  • (internally)using BSP trees for detecting the minimal set of polygons visible in a scene (I already have written my own code)
  • Using quake 3d models - same advantage as for the bsp maps - plenty of editors out there and they're better than 2d sprites ! (I already have written my own code)
  • Collision detection using axis aligned bounding boxes - exactly like in quake
  • Sprite library - for user interface and particles and other stuff
  • Lightning system - similar to the one in quake
  • Sound system integrated in the engine

I can do all that but at the present moment I can't guarantee the framerate, it will be approximatively the same as for Quake for PPC. If you think that that will be too slow I can reduce from the above features, for example I think it will be faster with mosters rendered as sprites instead of fully 3d models. The feature list is your choice but we will have to settle a final feature list before I start the work. Since I don't have a PocketPC I will code everything using the PocketPC emulator and I can guarantee that it will fully work on that - but if there are any problems when using my code on a real PPC I am prepared to offer my assistence on fixing those problems remotely.

I have written 3d engines before 3d accelerated graphics cards hit the market and I have devoted lots of thought and code at that time on understanding how Quake-like engine works so I am more than prepared for this task.


P.S. : For this job I require a deposit of $300 in advance and the rest of the sum when work is completed.

  See 19 private reply(ies)
to/from Andrei Fortuna.

This bid was accepted by the buyer!
Andrei Fortuna
(2 ratings)
in Iasi, Iasi
Bid id: 466,857
$1,132.50 (USD) Jan 11, 2003
11:50:28 AM EDT
Posted by facilitator. After arbitration, this bid request is being closed out from the original amount of $1,500.00 to $1,132.50.

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