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Project name: GIMPACT framework Brief description: This project consist on making a robust framework for making Massive Multiplayer 3D games. It's revolutionary design and architecture will make possible running a large world with many concurrent users (10000 or more) with very little server requirements. It will be approached with an hybrid Peer-to-Peer networking system, where Servers will be asigned only to storage and validation tasks, and most of the interactivity and simulation will be done by clients in a cooperative fashion. Similar to the idea behind OpenCroquet system. This framework could be the next-gen Virtual Reality Tecnology for metaverses like Second-Life, but it would be more scalable and powerful. This technology could be used not only for games, but also for education, simulation, urban research and e-commerce applications. Target aim: Open source Zlib/BSD license. Compensation: You will be allowed to use this technology in commercial projects, and you will gain a very valuable technologic resource which could help you save time and money. Also you could gain experience on leading-edge technologies and credits of your contribution. Technology: Open source libraries with non-copyleft licenses like MIT/Zlib/BSD. OpenGL/GLFW for graphics, AngelScript, ENet, Bullet for physics. You could check the progress of this project at SVN in sourceforge: http://sourceforge.net/projects/gimpact Talent needed: - C++ programmer with experience on 3D engines. Experience in Shader and lighting techniques is a valuable plus. Team structure: Currently I'm the only member of this project as lead-programmer/director. Website: http://gimpact.sourceforge.net Contacts: You could contact me by email: superoptimo@hotmail.es Previous Work by Team: I've worked with a game company as a programmer, and after working with 3rd party engines like Torque my team and I just realized that having an good quality open source engine is more convenient for our plans if we were to make large online persistent worlds and metaverses. So I just start to involve in open source development. My first game engine was Gammaleon. Then I get involved in physics engines and make some contributions for Bullet physics engine. Some lessons had been taken for those experiences for then starting from scratch an engine with strong fundamental basis.