In fact, I'm just about to complete B.S. degree at METU Aerospace Engineering Faculty - Ankara/TURKEY. Here, at control&avionics laboratory mathematical models&simulations are developed for UAVs and helicopters such as UH-1H, AH-1S.And my contribution is integrating the mathematical models with FlightGear on PARDUS(a linux distro) for two years. Within two-three years, I learned C coding and some C++ knowledge,some Linux operating system knowledge(about to prepare a synaptic packet system manager called Pisicik for PARDUS ), advanced in programming with GTK+-2.0 and TCP/IP communications between various operating systems(QNX-PARDUS-WINDOWS) to plot real time flight data from FlightGear. I'm also interested in AI development in FlightGear and I completed the infrastructure of this job. I'm planning to complete multiplayer version of our UH-1H helicopter simulation.We will deal with turbulences occured from the interraction between two helicopters flying using this simulation. Also I have some experience with 3ds Max Studio 2009. With the 3ds helicopter model and the project team's efforts, we've won the best new entrant award of this year's AHS competition.
If we come to Glest case, I like Glest as a strategy game very much. Before, I wrote an AI script for Age of Empires II, but Glest is different. The open source manner is very useful and Glest is very friendly for modders. Therefore, I'm also tried a modding and created a new faction called Mu two days ago. I'm planning to announce it on this forum,too. However, even for nicest moddings, if AI is not designed then it cannot be an enjoyable game. Therefore, I'd like to design Glest AI and also with some TCP/IP knowledge, I will contribute to the multiplayer version of this game.