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Found 2 results

  1. Hello, our game development team in Brno has a great opportunity for a talented, self-motivated senior back-end programmer experienced in creating robust cloud based applications and well-rounded in modern development frameworks. You will be in charge of development for the back-end part of our game apps and services for players. Additionally, you would be mentoring the more junior members of the Cloud development team and actively contributing to the technical design of these Cloud apps and services, ensuring they are tailor-made to a game's needs and manageable within given constraints at the same time. Being a part of the expanding game development team at Bohemia, you’ll also contribute to our games and have an excellent opportunity to learn new skills/share ideas with a team of enthusiastic, highly-motivated colleagues. Development of server-side systems for cross-platform online games Writing re-usable server code and libraries Optimizing technologies with respect to cost and performance Oversee design, architecture and implementation of both small and large-scale Cloud projects Mentoring junior programmers R&D of new technologies that could improve current and future projects Requirements experience with cloud-based systems good knowledge of Java, JavaScript, Python, C# or Ruby experience with implementation of REST APIs Welcomed Skills experience with scalable cloud based systems experience with C++ experience with game development experience with any modern JavaScript framework (jQuery, AngularJS) We Offer Participate in a great project Friendly atmosphere in a mid-size multinational team of passionate developers Work with living Czech gamedev veterans and legends Work for the largest and most mature game development company in the Czech Republic Possibilities for skill-development and growth Competitive salary & benefits (semi-flexible hours, extra vacation, language courses etc.) Please contact us at jobs@bistudio.com.
  2. I've long been frustrated by how short-lived the smoke clouds from explosions are in the Arma series. I'd love to be able to have some persistent post-explosion/bombardment dust as seen at 1:30 in this video from Syria (potentially NSFW, I guess) - something that lasts on the order of minutes, at least (for big explosions). Rolling into a dusty Kavala after a substantial MLRS bombardment is an enduring fantasy of mine. I understand the tradeoffs involved in traditional particle-based smoke-clouds, and definitely appreciate playing in clear air at 50 fps as I do now, compared to playing in satisfying dust at 0.3 fps, so this isn't just a complaint. My real question is, given the fog system that A3 includes (very well!), is it possible to apply that in some localised way? It can already handle several parameters (falloff, density, and altitudes). Could it be extended to have [x, y, z] co-ordinates, major- and minor- axis lengths, falloff, and shrinkage/dissipation rate? Or is this an engine/DX11/SimulWeather/something limitation (obviously I have no idea how fog's implemented in RV) that is just impossible? Obviously, even if it's possible at all, a million tiny instances of fog over the island would end up being yet another performance-eater. I have a vague idea of a Game-Of-Life -style mechanism which would continually combine and simplify nearby/overlaid clouds into single entities over time, which would reduce the problem. Anyway, are there good technical reasons this can't be done? Is my dream doomed? Or is it feasible that one of the devs could go on a caffeine-and-amphetamine-fuelled coding rampage and implement it one day? Lastly, sincere apologies if this was posted before. My searches of the forum were hampered by the word "fog" coming in under the four-letter search threshold. Similarly, if this should be moved, please go ahead.
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