Procedural Biomes , Unreal & Houdini

I developed this HDA for my latest game Land of Hatti. Since manually designing maps for open-world would require an immense amount of time I decided to use a procedural approach for map generation and instancing. A- Biome Map Generation After Temperature and humidity paremeters are calculated, biomes are selected by cross-referencing the a predefinedContinue reading “Procedural Biomes , Unreal & Houdini”

TechTree Unity C#

The script focuses on controlling the state and progression of techtrees in game Ministry of pancemic, written in unity/C# . It manages the UI elements corresponding to these actions, updating their visual states based on their status (active, enable, disable, inProgress). The script also handles the dependencies between actions, ensuring that certain conditions are metContinue reading “TechTree Unity C#”

Flight Controller Design KSP

I built an Arduino-powered flight controller that integrates with the Kerbal Space Program (KSP) game using the Kerbal Simpit API. The hardware communicates with the game by loading data in each cycle and sending user inputs back for control. Features: Hardware: SOFTWARE Allert Modules Parameters: Logic Flow: Flight Assistant The flightAssistant function assists in flightContinue reading “Flight Controller Design KSP”

TradeRunner_01 Architecture & Algoritms

TradeRunner is a trading platform I developed and tested between 2017 and 2019. Initially designed as a simple automation tool for a friend, it evolved as I integrated an algorithm to identify recurring trade patterns. To refine the algorithm’s performance, I built additional modules, ultimately transforming it into a fully functional trading platform. As oneContinue reading “TradeRunner_01 Architecture & Algoritms”

MUSCLE & FLESH SETUP

The MUSCLE & FLESH SETUP is a versatile toolset designed to create realistic flesh and muscle simulations. I started to develop it inside Maya ,and by time all cfx part is transfered to houdini. Tool combines dynamic muscle anatomy, FEM simulations, surface dynamics, skin sliding, and wrinkle simulations to deliver lifelike muscle and flesh motion.Continue reading “MUSCLE & FLESH SETUP”

Biped Auto Rigger Maya

Automated Biped Rigging ToolBuilt between 2008 and 2012, this biped rigging tool was my go-to solution for fast-paced commercial projects, helping rig around 200 characters along the way. It focused on simplicity and animator-friendly controls, making it easier to get characters production-ready without slowing down the workflow. I’ve been planning to make the tool publicContinue reading “Biped Auto Rigger Maya”

Vex Snippets & Tools

Connect AdjacentconnectAdjacent The script connects points in a point cloud with polylines (primitives) based on the following rules: Scatter & instance tool. Reads normal and tangent vectors, to create orient attribute . This script is designed for controlling the instancing of objects along curves or surfaces in Houdini. It generates an @orient @pscale and @isntancepathContinue reading “Vex Snippets & Tools”

Rain Shader Unreal HLSL -WIP

This shader code samples a texture and applies a time-based masking effect to the sampled color. The mask is created using a combination of fractional and sine functions, influenced by the texture’s alpha and red channels. Output color is than masked with mat-collections rain attribute and applied to normal of the shader. Functionality: