Construction superintendents hate typing updates on job sites. They communicate through fast, messy field notes, which often causes critical schedule delays. In this high-impact bounty, you will build an interactive, high-agency prototype for Masaro that turns messy voice notes into real-time, animated schedule adjustments. Your mission is to craft a lightning-fast single-page application combining live audio recording, intelligent AI data extraction, an animated interactive timeline, and resilient offline-first storage mechanics.
- next.js
- react
- typescript
- tailwind
- web audio api
- +2
MyPip is hiring a Game Dev / 3D Graphics Engineer. We need engineers who understand core 3D math and the rendering pipeline, not just drag-and-drop game engine mechanics.
Your task is to build a procedural terrain generator that takes a 2D height map (an image or a generated 2D noise array), renders it as a 3D mesh, and applies dynamic height-based coloring.
REQUIREMENTS:
Engine/Framework: You may use Unity (C#) OR a web-based 3D library (Three.js, Babylon.js, or raw WebGL).
Mesh Generation: You must programmatically generate the vertices, UVs, and triangles based on the heightmap data. Do NOT use built-in terrain tools (like Unity's Terrain Engine). We want to see your math.
Lighting & Normals: You must calculate the normals for the mesh so that basic directional lighting interacts correctly with the slopes and valleys.
Dynamic Shading (The Filter): You must apply vertex coloring or a basic custom shader so the terrain changes color based on the Y-axis (e.g., white peaks, green valleys).
Anti-Cheat: You must submit a 2-3 minute Loom video verbally explaining your math, how the vertices are generated, and how your shader/coloring works.
- 3d math
- shaders
- webgl
- three.js
- c#