Top 7 Programming Languages Used In Video Games
The most commonly used programming languages and tools for creating video games
...proven experience with C++ Experience in mobile game development (Android and/or iOS) Solid understanding of game engines, rendering pipelines, and performance optimization Experience with online / networked multiplayer games Ability to work with large existing codebases Preferred Qualifications Prior experience porting PC games to mobile Familiarity with MMORPG systems Experience with OpenGL, Vulkan, Metal, or similar graphics APIs Additional Notes Source code and assets will be provided after NDA, if required The project is expected to take multiple months; unrealistic short timelines are not acceptable Milestone-based development is preferred Long-term collaboration is possible based on performance Please include relevant previous projects or portfolio links Thi...
...green window and release point with enough precision that I can act on the feedback while the shot is still in flight. Feedback channel I’m flexible: an overlay drawn back onto the game, a small floating window, or both are acceptable as long as the information appears with virtually zero added latency. Feel free to recommend the fastest and most stable approach; low-level DirectX overlays, OpenGL, or a lightweight PyQt/PySide window are all on the table. Performance expectations • Full-HD capture at 60 fps on a mid-tier GPU/CPU. • End-to-end detection and display latency under 50 ms. • Robustness to different arena lighting, jerseys, and broadcast camera cuts. Deliverables 1. Source code (preferably Python + OpenCV, though C++ is fine if it help...
...path itself matters—no speed, spin or other data—so the graphic can stay clean and unobtrusive. A “basic line” is enough; it just needs to blend naturally with the game’s existing visuals rather than appearing cartoonish or overly stylised. I will launch the game in either windowed or full-screen mode and toggle the overlay on demand, so the solution has to sit transparently above the DirectX/OpenGL render (or use any other viable technique) without modifying the original game files. If reading game memory is impractical, a computer-vision approach is fine; whichever method you choose, the result must feel native and lag-free. Deliverables • Executable (and, if possible, source code) that renders the real-time trajectory line during live pla...
...that already proves the hard parts. Tech ● Java 8/11, Android API 23-33 ● Camera2: 4 cameras simultaneously (front/rear/left/right) ● Input: RAW YUV NV21 5120x960 at stable 25 FPS ● Video: MediaCodec H.265/H.264 hardware encoding ● AI: TensorFlow Lite 2.13 + EfficientDet Lite2 ● Streaming: Mobile-initiated WebRTC P2P, signaling via Firebase RTDB ● Optimizations: JNI/NDK (C++ NEON), EGL/OpenGL overlay, double buffering, wake locks What works today ● Stable 4-camera capture with timestamp ● Motion detection on all 4 cameras ● AI object detection (person, car, bike, etc.) ● Auto recording to MP4 + JSON detections metadata ● P2P live streaming to mobile ● Web gallery to review recordings ● ROI zone drawing UI ● Good performance and stable memory usage What I need yo...
...platforms must share a single unified codebase. Platform-specific code should be minimal and well-isolated. 1. Current Project Status - Existing PC game source code available - Rendering technology: OpenGL 4.1 - Graphics and animation system are already implemented - The goal is to reuse and preserve the current visuals and animations 2. Technical Requirements - Rendering & Engine ❌ No Unity / Unreal / Godot / Cocos / similar engines ✅ Native graphics APIs only: - OpenGL / OpenGL ES - Vulkan (for newer devices) - Metal (for iOS / macOS) - Ability to support both old and new devices - Older devices: OpenGL ES - Newer devices: Vulkan / Metal ✅ Performance - Fix existing bugs in the PC version - Optimize performance and memory usage ✅ Target: - Stable 60 F...
...user is physically within a defined radius • Apply location-locked filters • Embed location metadata into captured media • Camera should integrate cleanly with the rest of the app backend ⸻ 4. Platform & Tech Expectations • Mobile platforms: iOS and Android • React Native, Swift, Kotlin, or hybrid approaches are acceptable • Experience with AR frameworks required (ARKit, ARCore, OpenGL, Metal, or equivalent) • Must understand performance optimization for real-time camera rendering • Code should be clean, modular, and well-documented ⸻ Nice-to-Have (Not Required) • Experience with Snapchat Lens Studio, Spark AR, or custom AR engines • Prior work on social media, camera apps, or real-time video ap...
...vídeo a OpenGL en Windows, manteniendo un comportamiento 100% idéntico al original. El resultado debe reproducir exactamente la salida visual actual: • mismas coordenadas • mismo orden de dibujo • mismos sprites • mismos efectos • sin artefactos, interpolación, escalado ni diferencias visibles No se requiere ningún tipo de mejora visual, refactor general, optimización adicional ni cambios en gameplay o lógica. Este trabajo corresponde únicamente a una sustitución tecnológica del backend gráfico (DirectDraw → OpenGL). El proyecto está desarrollado en C/C++, por lo que la solución debe integrarse de forma limpia en el código existente, aislando los camb...
Looking for developer who can work on below requirment . Lead design and implementation of GPU computers for deep learning; optimize algorithms and mentor team Must have key skills cuda,c++,Gpu Programming Other key skills Parallel Computing,Opengl,Opencl Job description What you’ll do CUDA is a must JD For Senior / Lead Engineer (HPC GPU):- As a Senior / Team Lead (HPC) you will provide leadership in designing and implementing groundbreaking GPU computers that run demanding deep learning, high-performance computing, and computationally intensive workloads. We seek an expert to identify architectural changes and/or completely new approaches for accelerating our deep learning models. As an expert, you will help us with the strategic challenges we encounter, including comp...
...users can: • browse a voxel library of individual parts (engine block, pistons, gearbox gears, sensors, wiring, body panels, wheels) • snap pieces together under logical rules and see them animate in real time • power up the vehicle, monitor torque, temperature and electrical load, then test-drive or deliberately break components to watch the physics react Unity, Godot, Unreal or a custom OpenGL/Metal approach are fine as long as the end result performs smoothly on current Android phones and tablets. Touch controls and good GPU optimisation are essential, and I want the project organised in clean, modular code so I can expand the parts catalogue later. Deliverables 1. Complete Android Studio or engine project plus APK 2. Intuitive UI for selecting, ...
I have a finished PC title running on a custom OpenGL renderer. Now I want the same experience on Android, iOS, and macOS, with the first playable build targeted for iOS. The visuals cannot drop in quality—the port must keep: • High-resolution textures • Advanced lighting effects • Particle effects Scope of work – Audit the current OpenGL codebase and abstract any Windows-specific calls. – Adapt the renderer for mobile and Apple Silicon, using OpenGL ES 3.x on Android and Metal (or a proven OpenGL-to-Metal layer) on iOS/macOS. – Re-implement input for touch, gyro, and game-controller APIs. – Optimize assets, memory, and shaders to hit a steady 60 FPS on recent iPhones/iPads, then replicate the same on...
...3D Asset materials As less materials as possible Each material should have separate texture set (amount of materials = amount of texture sets) Transparent parts should have separate materials 3D Asset textures Workflow PBR Metal/Rough workflow Tileable textures Tileable textures are allowed, especially for terrain Required textures: BaseColor (sRGB) Roughness (Linear) Metallic (Linear) Normal OpenGL (RGB) AO (Linear) Optional textures: Opacity (Linear) Emissive (sRGB) Resolution: Max 4096 x 4096 px Use the smallest possible texture resolution that still maintains sufficient quality Square textures only Dimensions must be a power of two UDIMs Not supported Scene & 3D Asset naming Scene file {UID}.blend {UID}.fbx Geometry SM_{Asset Name}_XX, XX - index, 01, 02, ..., 21, etc....
...3D Asset materials As less materials as possible Each material should have separate texture set (amount of materials = amount of texture sets) Transparent parts should have separate materials 3D Asset textures Workflow PBR Metal/Rough workflow Tileable textures Tileable textures are allowed, especially for terrain Required textures: BaseColor (sRGB) Roughness (Linear) Metallic (Linear) Normal OpenGL (RGB) AO (Linear) Optional textures: Opacity (Linear) Emissive (sRGB) Resolution: Max 4096 x 4096 px Use the smallest possible texture resolution that still maintains sufficient quality Square textures only Dimensions must be a power of two UDIMs Not supported Scene & 3D Asset naming Scene file {UID}.blend {UID}.fbx Geometry SM_{Asset Name}_XX, XX - index, 01, 02, ..., 21, etc....
I’m playing a newly released billiards title on Steam (PC build) that shows a shot-trajectory line on certain tables but leaves others completely blind. I’d like that aiming line to appear everywhere. Here’s what I can and can’t give you: I own...clear step-by-step instructions I can repeat after updates. Acceptance check 1. Launch game → pick any table originally lacking assist → cue line is rendered exactly as on assisted tables. 2. No loss of physics accuracy, lighting, or camera control. 3. Solution survives a full match without crashing or desyncing. If you have experience with Unreal/Unity inspection, x64dbg, Cheat Engine, or OpenGL/DirectX hooking, this should be straightforward. I’m ready to test iterations quickly and provide...
I’m playing a newly released billiards title on Steam (PC build) that shows a shot-trajectory line on certain tables but leaves others completely blind. I’d like that aiming line to appear everywhere. Here’s what I can and can’t give you: I own...clear step-by-step instructions I can repeat after updates. Acceptance check 1. Launch game → pick any table originally lacking assist → cue line is rendered exactly as on assisted tables. 2. No loss of physics accuracy, lighting, or camera control. 3. Solution survives a full match without crashing or desyncing. If you have experience with Unreal/Unity inspection, x64dbg, Cheat Engine, or OpenGL/DirectX hooking, this should be straightforward. I’m ready to test iterations quickly and provide...
...expertise is an expectation for every team member. Required skills: - Professional experience in native iOS development using Swift or Objective-C. - Good understanding of computer systems fundamentals (Memory, Cache friendliness, Linking, Multithreading, etc.). - Professional or academic experience in low-level languages like C or C++, is a big plus. - Experience in Graphics Programming using either OpenGL or Metal, is a plus. - Passion and experience building consumer-facing products! We’d love to hear about apps you've made! - Knowledge of French and English languages As an iOS engineer, your day-to-day will include: Feature Development Being responsible for delivering unique, high-quality UI that features in a fast-moving environment. You’ll also be within a...
I’m building a cross-platform desktop tool in Qt/C++ that reads Universal Scene Description (USD) files, previews them in real-time with OpenGL Phong shading, and then renders the exact same scenes through a custom CPU-based ray tracer. The OpenGL preview must feel snappy and fluid—that’s the single most critical piece—so the whole pipeline, from USD parsing to shader dispatch, has to stay in sync at interactive frame rates. Once the scene is set, the user switches to the ray-tracing back end. The tracer must handle multiple lights, shadows, reflections, refractions and user-defined materials that mirror what the OpenGL shader shows. I also need a UI panel (Qt Widgets or QML—your call) where we can tweak camera position, FOV, resolution...
I already have a basic C++/OpenGL template that compiles on macOS. I now need it extended so that, when I launch the executable, four spheres sit side-by-side in the scene, each rendered with a true PBR workflow. What has to happen – Each sphere must use its own full set of texture maps: Albedo (base-color), Normal, Roughness, Metallic and a separate cube-map for reflections. – A single white point-light (or small area light) should illuminate the scene so the materials read correctly. – The four materials are: shiny metallic gold, rough rock, steel / grey metal, and one original material of your choice. All textures can be hand-created, procedurally generated or sourced from CC-0 libraries—as long as licensing allows redistribution with the project. ...
My Flutter app depends on the flutter_gl plugin to draw an OpenGL scene, but the widget rendered through that package either shows a blank canvas or flickers unpredictably. I have already stepped through the shader setup, confirmed textures, and used Flutter DevTools to trace setState calls—the problem is still there. What I need from you is a clean, well-documented fix that restores stable rendering in the flutter_gl view without introducing new regressions. I am happy to share the relevant Dart code, the minimal example that reproduces the issue, and build logs for both Android and iOS. Deliverables • Updated code (or plugin patch) that resolves the UI rendering issue in flutter_gl • Brief change log highlighting what was fixed and why • Verification s...
...leaving all input and focus with the underlying application. I am happy to stay in Python if the goal can be reached with the right combination of Win32, DirectX, or Vulkan hooks, but I’m open to C, C++, C#, or any language that clearly demonstrates stability and very low latency. The finished code should render at least 60 FPS, support per-pixel alpha, and cope with DirectX 9/11/12 as well as OpenGL titles without stuttering or flicker. Deliverables • Source code and a minimal compiled example that draws a test image and a sample text string over a fullscreen game or video player without stealing focus. • Clear build/run instructions and any third-party libraries referenced. • A short note on how to extend the draw routine so I can swap in my own ima...
I have a finished PC title running on a custom OpenGL renderer. Now I want the same experience on Android, iOS, and macOS, with the first playable build targeted for iOS. The visuals cannot drop in quality—the port must keep: • High-resolution textures • Advanced lighting effects • Particle effects Scope of work – Audit the current OpenGL codebase and abstract any Windows-specific calls. – Adapt the renderer for mobile and Apple Silicon, using OpenGL ES 3.x on Android and Metal (or a proven OpenGL-to-Metal layer) on iOS/macOS. – Re-implement input for touch, gyro, and game-controller APIs. – Optimize assets, memory, and shaders to hit a steady 60 FPS on recent iPhones/iPads, then replicate the same on ...
...Client-facing prototypes + integration. • Pipelines: Qt/QML, LVGL, Flutter Embedded, OpenGL/Vulkan. • Touch calibration, gestures, feedback. • Translate modes/sensors/AI/3D into intuitive flows. • UX research, accessibility, design system. • Sync with firmware/hardware/AI/FPGA for status/RGB/OTA. • Prototype animation/latency/power; ensure clarity across 2D/3D, HDR, VRR. Requirements • 3+ yrs embedded/OS-level UI; BS/MS in HCI/CS/ID or equivalent. • Strong: Qt/QML, LVGL, Flutter Embedded, TouchGFX. • Figma/Framer/XD → production UI code. • Touch/multitouch, sensors, displays, real-time rendering. • Excellent collaboration + documentation. Nice to Have 3D/depth UX, AI visuals, embedded Linux/Android, OpenGL/Vulka...
...handle everything from motor design, sensor integration to development. I also need all source code to translate depth in the mesh into force cues in real time. A simple calibration panel and a plain-text file where I can later tweak force curves will make life easier for both of us. Deliverables within two weeks of project start: • Full project source and build files (Unity, Unreal, or native C++/OpenGL—choose what gets you there fastest) • 3D assets representing the tissue layers with realistic textures applied • Live haptic integration tied to depth in each layer • A concise read-me covering build steps and where to edit force tables • Full details on the motor, sensor setup, materials used, and technical documentation. I’ll share r...
I need a compact, self-contained C++ / OpenGL 3D scene that meets an academic grading rubric for a computer graphics course. The centerpiece is a lightbulb-headed figure sitting on a crescent moon, inspired by the attached image. Everything must be built strictly from primitive shapes—spheres, cylinders, cones, and tori—no imported meshes. The moon should have a sculpted crescent form (two intersecting primitives or a torus subtraction trick), and the seated figure should be composed of basic geometry: sphere for the head, cylinder for the body, smaller cylinders for arms and legs, and flattened spheres or cones for feet. Use Phong lighting (ambient, diffuse, specular) to give the scene depth, emphasizing the moon’s gentle glow and the reflective body of the char...
I need a compact, self-contained C++ / OpenGL 3D scene that meets an academic grading rubric for a computer graphics course. The centerpiece is a lightbulb-headed figure sitting on a crescent moon, inspired by the attached image. Everything must be built strictly from primitive shapes—spheres, cylinders, cones, and tori—no imported meshes. The moon should have a sculpted crescent form (two intersecting primitives or a torus subtraction trick), and the seated figure should be composed of basic geometry: sphere for the head, cylinder for the body, smaller cylinders for arms and legs, and flattened spheres or cones for feet. Use Phong lighting (ambient, diffuse, specular) to give the scene depth, emphasizing the moon’s gentle glow and the reflective body of the char...
...(Oboe/AAudio), and Kotlin UI. Requirements: • 5+ years C++ (C++17) and 2+ years Android NDK (Gradle+CMake) • Shipped at least one low-latency audio or high-performance NDK app • Strong DSP numerics (FFT, convolution) and multithreading (atomics, lock-free) • Kotlin/Compose proficiency; coroutines; clean architecture • Experience with NEON, Perfetto/simpleperf, and crash/ANR reduction Pluses: • Vulkan/OpenGL ES visualization or compute • Experience replacing desktop deps with mobile-friendly ones • Past work in acoustics, spatial audio, or scientific computing Deliverables: • Android Studio project (app + :physics-native) with Gradle + CMake • libphysics exposed via thin C API and Kotlin bindings • Sample projects (mesh + co...
...are seeking an experienced Computer Vision / C++ Engineer to develop a binocular image stitching algorithm capable of fusing two fisheye camera feeds into a real-time panoramic image with minimal latency and distortion. You will design and implement a binocular stitching module that includes: Camera calibration and correction Feature matching and image fusion GPU-accelerated stitching (CUDA / OpenGL) Unified C++ API interface for integration JSON/yaml configuration for algorithm parameters Cross-platform compatibility (Windows, Linux, ARM64) Who We’re Looking For Proven experience in image stitching / SLAM / panoramic vision Expertise in GPU-based acceleration (CUDA kernels, memory optimization) Ability to write clean, modular, well-documented code Strong debugging and op...
...Performance 2.1. The application must be lightweight and have minimal impact on system resources (CPU and GPU). 2.2. The overlay rendering must not introduce perceptible latency (lag) in the user's normal operations. NFR-003: Technology Stack 3.1. The source code can be developed in one of the following languages: C++, C#, Java, or Python. 3.2. For graphics rendering, we give preference to the use of OpenGL. 3.3. We are open to other rendering technologies (such as DirectX), provided they are justified by the Vendor. NFR-004: Usability and Interface (UI/UX) 4.1. The control panel interface must be clean, modern (following Windows 11 design guidelines, if possible), resizable, repositionable and intuitive. 4. PROJECT DELIVERABLES 1. Complete Source Code (DEL-001): ◦ ...
...Technology Stack Feature Suggested Tool/Library Rationale Video decoding/encoding FFmpeg Industry standard, supports MP4 export, lightweight Video processing OpenCV Easy video frame manipulation for trimming/cuts 3D rendering Unity (HDRP/LWRP) or OpenGL with C++/Python Unity simplifies importing OBJ/FBX and real-time rendering GUI Unity UI or PyQt / ImGui Single-panel interface, easy controls for demo Effects Unity Post-Processing Stack / OpenGL shaders Real-time effects like blur, glow, color correction Build system Unity Build Pipeline / CMake (if using OpenGL) Simple Windows installer/output Minimum Viable Feature List Video Trimming & Timeline Load a video (MP4) Select start/end frames Preview trimmed video Export trimmed segment 3D Model Import & ...
...initial build • Import a common 3D format such as FBX or OBJ. • Apply and update colors on selected mesh groups without noticeable lag. • Simple, intuitive UI: color picker, part selector, reset button, screenshot export. Not in scope yet: body kit swaps or decal layers, but please keep the codebase modular so those can be slotted in later. Tech notes Unity, Unreal Engine, Godot, or an OpenGL/DirectX stack all work—as long as the final app runs on both Windows and macOS with minimal setup. Clean, commented source code and a lightweight README covering build steps are required. Deliverables 1. Desktop executables (Win + macOS). 2. Full project/source files. 3. Short user guide and build instructions. Timeline & collaboration I’d...
...orientation and navigation states in a simple desktop interface • Modular code design to allow future integration with physical sensors (e.g. IMU, magnetometer, GPS, Raspberry Pi) Technical Stack (preferred) • Languages: Python (core), C/C++ optional for performance modules • Frameworks / Tools: • Jupyter Notebook or VS Code environment • Data visualization via Matplotlib / Plotly / PyQT / OpenGL • Optional: ROS 2 familiarity for later hardware interfacing • Platform: macOS or Linux; should be portable to Raspberry Pi • Version control: GitHub or GitLab Deliverables • Modular, commented source code • Minimal GUI for visualization • Short documentation on dependencies and setup • Optional hardware bridge lay...
I need a real-time frame-rate upscaler that can lift 30 FPS sources to a stable 60 FPS while the content is running. The tool has to work for both general desktop applications and games, so think middleware rather than a one-off hack. Platform. I’m still weighing PC, console, and mobile; let me know which target you recommend first and why (DirectX 12, Vulkan, Metal, OpenGL ES, Unity, Unreal—use what makes sense). What matters most • Real-time performance with minimal latency on consumer-grade hardware (GPU or dedicated AI cores). • Smooth motion handling when the source rate wobbles or the camera pans suddenly. • A small demo scene or sandbox app that lets me toggle the effect on/off for side-by-side benchmarking. • Clean, well-commented co...
I’m creating a cross-platform desktop application that opens, edits, and saves CorelDRAW (.cdr) 2-D vector graphics with the fluidity designers expect from tools such as Illustrator or Corel itself. The codebase must be pure C++ and Qt; rendering and live previews should be off-loaded to the graphics card, so familiarity with OpenGL or Vulkan inside the Qt framework is essential. Core features • CDR import/export with full fidelity • Real-time shape manipulation, colour adjustments, text editing—essentially “edit anything” on the canvas without lag • Zoom, pan, and selection tools running at GPU frame rates • Layer support and undo/redo history Workflow expectations I’ll supply sample CDR files and UI wireframes. You stru...
...executable folder is fine). Key functions I must see: • Real-time orbit, pan, zoom, section cut, and explode. • Click-to-select parts and read predefined attributes (part number, material, weight). • Search or filter by part number. • Screenshot export at the current viewport. • Simple, branded UI: logo in the corner, dark/light toggle. Preferred tools are Unity or Unreal (open to C++/OpenGL if you have a leaner approach). Deliver the full source project plus a signed Windows executable. Once compiled, it should run offline from a USB stick—no server calls, no hidden dependencies. I’ll provide branding assets and component data sheet in CSV. After delivery I’d like one revision round to polish UI or performance. Tell me w...
I need an experienced developer for lo...server. We will provide full access to the source code for both server and client. The initial focus will be on: - Developing new features (main priority) - User interface enhancements, specifically new menus and navigation Ideal skills and experience: - Strong proficiency in C/C++ - Experience in code optimization - Familiarity with game development, especially in a client-server architecture - OpenGL knowledge is a plus but not required The work will be based on deliverables. Please have a look at the code references provided before bidding: - Client: - - - Server: - Please provide a portfolio showcasing relevant experience.
I’m putting together a small desktop application that demonstrates ...back naturally. • Live colour shifting of the shell between red and green while it remains see-through. • A straightforward custom control interface (not standard keyboard/mouse or gamepad) that lets me grab and move the whole sphere anywhere in 3-D space, then release it so physics takes over again. Feel free to use any engine or toolkit you’re comfortable with—Unity, Unreal, a bespoke C++/OpenGL build or Python with a physics library—as long as the final result runs smoothly on a typical modern PC without extra installs. Hand-off package should include runnable binary, source project, brief build instructions, and a short video or GIF showing the key features in action s...
I need a demo game for showing simulation and comparison inbetween. You’re free to pick the engine or framework you work fastest with (Unity, Unreal, Godot, or a custom C++/OpenGL build are all fine) as long as the final build runs smoothly. I will share more details with skilled developers.
...icon sets without touching the core code—think light/dark modes today, brand colours tomorrow. Drag-and-drop loading is essential, whether a single file or a whole folder for batch processing, and the same code path should allow optional upload to a connected cloud bucket so models remain accessible across sessions. Deliverables • Windows desktop application (.exe) using a proven 3D engine (OpenGL, Vulkan, DirectX, or a cross-platform wrapper like Qt3D, Three-Native, etc.) • Web build leveraging WebGL/ or similar, with feature-parity to the desktop version • Source code, build scripts, and a brief README covering how to add new UI themes and configure the cloud endpoint • A small sample OBJ set demonstrating pan, zoom, rotate, show/hide, colour ...
... fully compiling inside the present build system. 2. In-code comments plus a concise technical summary of the changes. 3. A pull-request style diff or patch so I can review line-by-line. 4. Quick build/run notes confirming the game still loads in MAME without regressions. Please be comfortable working directly with MAME’s C++ environment and familiar with common graphics libraries (SDL, OpenGL, or similar) so the refactor fits industry standards. If this sounds like your kind of technical clean-up, let me know your timeline and any clarifying questions....
I am extending a desktop graphics application that relies on modern OpenGL and I need an extra pair of expert hands. The immediate focus is two-fold: • Shader programming – I’m looking for truly custom GLSL work, not just basic lighting tweaks. You should feel comfortable authoring, optimising and debugging fragment / vertex shaders that push beyond the stock examples. • Texture mapping – the application must stream and apply multiple textures efficiently, so I’ll need guidance and code that handles loading, binding, filtering and correct UVs under a range of resolutions. The existing codebase is clean and modular; you’ll be free to suggest changes as long as they slot in smoothly. I’ll provide the repository, clear effect specificati...
- Proficient in C++ with prior experience porting PC games to mobile platforms - Proven experience in porting games from PC to Mobile/Mac. - Experience with OpenGL / OpenGL ES / Vulkan / Metal for rendering. - Implement cross-platform client development with a unified codebase. - Maintain the same graphics and animations as the PC version - Detail-oriented with strong bug/error control skills - The release build must be ready for players to run online, with no critical bugs, crashes, or issues that hinder gameplay - Final deliverable: a working client for Windows, Android, iOS, and macOS using the same source code.
The Android emulator inside my Doc...in the Dockerfile or related scripts. • Ensure the container boots an AVD all the way to the Android home screen; `adb devices` must list the emulator as “device.” • Supply the updated Dockerfile (or patch files) plus a concise README describing the change and the reasoning behind it. Typical tooling you might touch includes the Android SDK / emulator CLI, ADB, avdmanager, QEMU/KVM flags, OpenGL or SwiftShader settings, and general Docker best practices, but I’m open to any working approach. Once your fix is in place I’ll rebuild the image on a clean host; if the emulator launches successfully the task is complete. If you are not willing to go on call, dont bid. however ill share the emulator part of th...
I'm seeking assistance to display an FBX file using OpenGL in C++. The project requires basic rendering capabilities, as well as lighting and shading effects. Key Requirements: - Use of GLFW, GLEW, and GLM - Basic camera controls (rotate, zoom) Ideal Skills: - Proficiency in C++ and OpenGL - Experience with FBX file handling and rendering - Familiarity with GLFW, GLEW, and GLM - Strong understanding of 3D graphics, lighting, and shading techniques - Ability to implement basic camera controls
I'm seeking assistance to display an FBX file using OpenGL in C++. The project requires basic rendering capabilities, as well as lighting and shading effects. Key Requirements: - Use of GLFW, GLEW, and GLM - Basic camera controls (rotate, zoom) Ideal Skills: - Proficiency in C++ and OpenGL - Experience with FBX file handling and rendering - Familiarity with GLFW, GLEW, and GLM - Strong understanding of 3D graphics, lighting, and shading techniques - Ability to implement basic camera controls
...applications Performance within 15% of equivalent native AR app performance Android Devices: Android 8.0 (API level 26) and newer Devices with ARCore support capability Mid-range and flagship devices from major manufacturers Performance within 15% of equivalent native AR app performance Hardware Requirements: Minimum 3GB RAM Rear-facing camera with autofocus Gyroscope and accelerometer sensors OpenGL ES 3.0 support or equivalent 5.2 Browser Compatibility REQUIREMENT: Full functionality across major mobile browsers ACCEPTANCE CRITERIA: iOS Safari: Minimum version: iOS 13.0+ WebRTC camera access working Performance within 20% of native app performance Chrome Mobile (Android): Minimum version: Chrome 90+ Performance within 15% of native app performance Samsung Internet: Mi...
...context, timing, and emotional beats. If you work in Maya, Blender, Houdini, or another comparable package, that’s fine—as long as the final output arrives as clean FBX/ABC plus high-resolution renders or playblasts for review. What I expect at hand-off: • Final animation file with all keyframes intact • Clean, organized scene (layers, naming, zero stray assets) • Preview render (viewport or OpenGL) for quick approval • Short note on any custom rigs, scripts, or constraints used If you can also handle rigging or cloth/FX passes, let me know, but core focus is the character animation itself. Please share a reel or link that showcases high-end, realistic work; cartoony or stylized pieces aren’t the right fit for this spot. Timeline a...
My Flutter-based web app runs on AWS and hosts a library of MP4 clips that users can export or download. I’d like every exported file to carry the same “Polaris” look you see inside the Efekt mobile app (link above). What I need from you • Build a server-side processing step—nativ...library, the processed file visually matches the Polaris effect seen in Efekt. 2. The export endpoint returns the completed file within agreed timing on a test instance. 3. Code is delivered with instructions and build scripts so I can run it locally or inside an AWS container/Lambda. If you have prior experience replicating mobile filter effects server-side—especially with FFmpeg, OpenGL, or Metal shaders—let’s talk.
I'm seeking a skilled developer to create a desktop simulation and modeling application using Qt and OpenGL. The application must support both Windows and macOS. Key requirements: - Proficiency in Qt and OpenGL - Experience in developing cross-platform desktop applications - Strong background in simulation and modeling applications Ideal skills and experience: - C++ programming expertise - Familiarity with graphics rendering and UI design - Prior experience in similar projects Looking for a collaborator who can deliver high-quality results within budget.
We are worki...we are stuck in the middle of project. Remaining project we have left is: <Serial communication> 1) Parameter setting 2) Action Notification 3) Shape data transmission <GUI> 1) 3D simulation part and plot need to be higher resolution 2) Error popup need to be created 3) Tweek some font and resize Look for skillful programmer who are expert in: - serial communication. - Tweek extisting UI - OpenGL Project: :f:/s/TFT-GUI/Epc22d4BN6JEoqAQnhPHktUBw2BwFSlDeMCOJNzObu9hww?e=XccQvB COM overview: :w:/g/personal/y_takatsu_fujipixi_com/EXCtngLD9E9MgZxUCSugBDABCyXg8b5aLZxGDptmekeOjQ?e=DhwNNg Log: :f:/s/TFT-GUI/EvBC9gwR7x5DgmhNucMAnLAB1BRLybg6gPV5NmdT_qAfEw?e=92fHx5
...developer experienced in OpenGL 3D ES for Android to create a 3D map application. 1. Create 3D terrain based on DXF input file 2. Preserve original Coordinate Reference System and elevation units 3. Place movable 3D model of excavator with the accurate scaling on the terrain surface based on geodetic coordinate input data. Make interface functions for: a) placing 3D object model (GLB) based on coordinate system used in DXF file b) change 3D object model position based on pitch roll input value c) Object heading & swing (degree relative to north) d) each arm segment angle movement 4. Displays the 3-D surface with basic camera controls. Nice-to-Haves: Encapsulate the C/C++ project in ready to use Flutter plugin (Flutter v3.22.2) Platform & Framework: 1. Use OpenGL...
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