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Im hiring developers to assist me with Viewer Development. - Printable Version

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RE: Im hiring developers to assist me with Viewer Development. - Condoms - 02-15-2018

Singularity builds are easiler on computers tho. They are more cpu friendly.


RE: Im hiring developers to assist me with Viewer Development. - JabbaDeHatt - 02-17-2018

I have been accepted as a Developer. WOOOO!


RE: Im hiring developers to assist me with Viewer Development. - D0gstar - 03-08-2018

I wish I had the time and skills required to help in the development of a new client.
However, I would like to make a suggestion. Unity.
Build a client where you can build mesh directly into the main grid. 
There is already a Unity - OpenSim client. Heres a link you might find interesting:

[To see links please register here]

LL have been trying to lure Unity to get more involved in SL and San for years.


RE: Im hiring developers to assist me with Viewer Development. - Prosana - 08-25-2018

:ThumbsUp:


RE: Im hiring developers to assist me with Viewer Development. - LTTC - 10-02-2018

:)Hope it all works out :)


RE: Im hiring developers to assist me with Viewer Development. - b0ne - 11-15-2019

Hey, are you still looking :) ?


RE: Im hiring developers to assist me with Viewer Development. - j007jackson - 02-10-2020

I think I have the skill set you are looking for. I have over 5 decades experience designing and coding, currently retired.
I am 76 years old, so a bit of old school style, but fluent in C++, C# and numerious other languages.
I have build FS viewers and made some fairly extensive mods. Inventory clothing management, Build in speciality movement controls, etc.
I have over 10 years in SL, but I spend most of my time in Opensim nowdays. I have also done several mods to the Opensim server.

If interested, email me at JohnJacksonsEmail@Gmail.com.


RE: Im hiring developers to assist me with Viewer Development. - Gotlib - 05-23-2020

(01-28-2018, 10:14 AM)noway hozee Wrote:

[To see links please register here]

hehe first idea save a riigged mesh from the viewer so we dont have to use MeshSL

Indeed, rigging data + material data, enve in two coherent steps