Screaming Games LLC has contracts to develop a variety of games for publishers in the interactive electronic entertainment industry. We are currently looking for some support with graphics development with DirectX8. If you have experience with DirectX6 or above and are an excellent C++ developer, we invite you to bid. This is a 2D game, meaning 2d within DirectX8 3d. However, a few objects will be viewed in 3d (rotated) in a separate window. Primary interface is a flat map of the world that scrolls in wrap-around fashion from left or right and, to a fixed limit, up and down (texturemap or bumpmap to be provided). The map must permit zooming in close enough for Texas to fill the screen and far enough back to see 70% of the Americas at once. Points on the map are displayed that represent up to 600 cities that are added/removed based upon real-time input as player changes a filter that determines which cities are visible. Lines join cities across the shortest paths on the worldmap, wrapping around map edge as needed. Both cities and lines can be uniquely identified (highlighted/framed?) by mouse selection. Just as with cities, groups of hundreds of lines must be hideable/exposable from the display in real-time based on player input. The lines are slightly morphable, like bezier curves, but need not be bezier implementation. Line morphing is based on player input - player selects point on line and drags to location. The worldmap must alpha-blend with a "seasonal" lightmap. That is, a band of the world map along the Tropic of Cancer will appear brighter in the summer of the Northern Hemisphere, but as the game clock advances, the lightmap slowly moves until it rests upon the Tropic of Capricorn. The worldmap must also alpha-blend with meteorological weather zones that look something like contour maps. This "contour view" is a feature toggled on/off by the player. There must be slowly moving weather effects that correspond to the "weather zones". These weather effects must be sufficiently faint or transclucent as to be unobtrusive in selecting cities or the lines that connect the cities. The software needs to work on any PII at a pace of at least 20 fps,preferably 60 fps, exhibitng proper responses to Windows signals (e.g. alt-tab, alt-enter) just as with DirectX demos. Use of DirectX "common files" acceptable for this purpose.
Complete and fully-functional working program(s) in executable form as well as complete source code of all work done. Assignment of the copyrights to all work purchased. Signed non-disclosure agreement. May be required to sign a non-compete agreement as well.
## Deadline information
Work is to begin immediately. Once delivered, some support for integration and testing will be required through project completion scheduled for Sep 2002.