![Smile :)](./images/smilies/icon_smile.png)
Not that I mind when someone answers an advertisement that I posted for recruiting
![Wink ;)](./images/smilies/icon_wink.png)
![Very Happy :D](./images/smilies/icon_bigsmile.png)
Our newest modeller to join the team is also a software developer, which should certainly be appreciated by the rest of the team
![Very Happy :D](./images/smilies/icon_bigsmile.png)
Here is his DeviantArt page if you're interested in guessing what his human models will possibly look like for the game;
http://xnaaral.deviantart.com/
Our current team of developers is around 10 or so; although a couple of people left recently, others have joined. There are 4 people developing the code of the OpenWolf engine at the current time, in addition to this, the engine development benefits from the upstream improvements/commits/bug-fixes flowing from a forked version of the engine which is already being used in a publicly released game among a small community.
This an example of the Newton Physics used in the OpenWolf engine;
http://www.youtube.com/watch?v=d7y4VpPUucU
That was in January, it's been improved since then.
These are tests of the dynamic shadows;
http://www.youtube.com/watch?v=kNwlCRndCxI
and here:
http://www.youtube.com/watch?v=NN-wF3S4-JQ
This is an example of the water effects;
http://www.youtube.com/watch?v=bsbfX4AgMBg
You can read more about TremZ here;
The TremZ blog
TremZ community
By the way, TheDushan is a funny guy to chat with online if you get the chance, but please don't distract him too much from making OpenWolf a truly great open-source engine. It could benefit many other Quake-based games in the future.