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We are looking for an experienced programmer with a broad web expertise who wants to be part of the team making the game Heroes & Generals (http://www.heroesandgenerals.com).
The job is a full time position at our office in central Copenhagen.
You will be the principal for all websites around the game, including forum, news, users’ account administration as well as internal sites. You will be working with designers and artists to implement and update high quality web sites. The job will include both front end code, back end code and server configuration.
We expect you to be able to work independently, with little supervision.
- Configure web servers, including proxies
- Implement user-facing and internal websites, compatible across all major browsers
- Customize 3rdparty software packages (eg. phpBB, Mantis)
- Strong skills with PHP, ASP.NET (C#)
- Experience with Apache, Nginx and IIS configuration
- Experience with version control software (Perforce is a plus)
- Experience with PostgreSQL a plus.
- We expect candidates to have at least 3 years of relevant experience
- Must have work permit in EU
I would just love to see a thick black and grey smoke slowly sweeping throughout the battlefield and to see smoke and dust linger for several seconds after various explosions and impacts – however…
this will destroy the performance and the frame-rate will drop through the floor, making everybody curse at me and scream and yell and shake their fists in my general direction! SO…
There are few things as annoying as a stuck front door. Maybe it works, but you have to kick JUST there to get it open, maybe it has one of those half busted locks that only works after you’ve tried it three times.
With that in mind, let’s talk about the ongoing issue we have with login problems. There are quite a few users who find themselves unable to log in to the game, or having to retry a lot in order to get in. This is unfortunate, since the inability to slaughter virtual foes with abandon will inevitably lead to violence in the real world.
That’s why we do this, of course. For the public health benefits.
Behind every action game bullet and every strategic movement a server is using electrial power. In this post I will tell you a bit about the use of power switching on the backbone network.
Here is the picture of the power used by the backbone network. All servers is connected to dual power supplies in the servers. This is for safety use, if the normal powers drops it will switch over to the backup power. We have two power feeds.
This is the power consumption in the morning Central European Time. In the morning there are lots of players and more players give more power use by the servers.
We are working as fast as we can to get the Gewehr 43 ready for frontline duty! One of the last things missing is the reload animations and I am currently finishing them. Following up on reto.Scratchliquid’s “Wonderful World of Weapons” post from Thursday, here is a quick look on the progress of the reload animation.
A lot of planning and meeting has happened this week. We have been planning for the Easter where next week is full of holidays and we are fearing a full frontal attack by chocolate-egg-laying rabbits. We have also shipped two of the guys up to Boston for PAX East where they will present the game to US press and eat a lot of lobster I presume (Note: Reto.Robotron3000 has never been to Boston and his idea that the city is full of drunk lobsters listening to Dropkick Murphys while trying to get into either MIT or Harvard MIGHT not be a correct representation of the city).
As you might have noticed we don’t have (m)any easter eggs in the game, so I thought I’d show you one of the weirder weapons that appeared in the game. Take a look at this week’s cover image and behold the Scharfshütze Schanzzeug or Sharpshooter Shovel as it is also known. :-)
Next week also brings us the Game Developers Conference in San Francisco, where we are sending a handful of people with flowers in their hair. OKAY OKAY! I’ll stop with the stupid music references now! And just tell you that there won’t be an Intelligence Bulletin next week, due to people travelling, holidays and the fact that I’ll be hiding from the easter bunny invasion in a cabin in the Swedish woods with my cat, my trusty Mauser and a bottle of moonshine.
Hopefully spring will arrive in the meantime and we can then all get back to the regular programming in a weeks time…
Have a great weekend everybody! :-)
There are many different ways to building weapons in 3D. This is the general way I approach building a weapon. As some of you might have noticed from the weekly Intelligence Bulletins we have been working on getting a German semi-automatic into the game for quite some time. In this post I will explain a bit about how we go about getting the graphics done for a new weapon. So without further ado, take a look at the Gewehr 43 in progress.
We are hard at work with new levels with shiny new tools! In today’s post I’ll tell you all about how we work, why it takes time to make a level and what we’ve been doing to remedy this.
You have to consider that for every new, unique environment we want to put in the game, there is a lot of man hours and coordination involved. The environments have been created first, that is, the textures and geological rules for how the terrain features should be generated. A new one of these is a big decision as it takes time to make and affects everything that will go in it. We stick with it for potentially many maps. Then level design and level building is done using one of the environments, and any special models can be planned alongside this. A new environment can also be planned and created alongside a level design. When planning new models, we aim for re-usability, not only to have the option to place it in other levels, but also in case anything should happen to that special level they were made for. If we decided to cut a hypothetical Paris-level, it would be a shame to have a beautiful hypothetical Eiffel-tower just sitting on our hard drives! These are just some of the considerations we need to take into account when we want new map content in the game.