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”

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”

algoTrade with raspberryPi

tradeRunner is trading platform I have been developing since the beginning of the year. At the beginning the idea was preparing order-automation tool for a friend, then introduced one algorithm for finding repeated trade patterns. For testing and improving algorithm performance started to develop extra modules, which at the end turn to be full functionalContinue reading “algoTrade with raspberryPi”