I aspire to be a researcher in the academic/industrial setting.
My current research interests lie in the development of computer vision and machine learning techniques for large scale video data analysis, event detection,medical image analysis, biomedical and clinical applications. Moreover I am open to a variety of research direction.
Star Citizen
[StarEngine (4K)] [Play now]
The famous multiplayer space-opera simulation with incredible streaming tech.
I develop and maintain comprehensive physics simulation systems for diverse game elements including ground vehicles, spacecraft, and soft-body dynamics. My work focuses on enhancing system stability through rigorous debugging and optimization, ensuring consistent performance. I continuously expand the variety and fidelity of physics-based interactions, implementing advanced features like multi-body dynamics. I collaborate closely with art and graphics teams to ensure physics systems integrate seamlessly while maintaining the high quality standards required for AAA game development.
Squadron 42
[Trailer: Hold the line] [Live GamePlay Reveal]
Debug and resolve complex physics instabilities with variable latency. Implement deterministic physics systems for reproducing and fixing edge-case bugs. Design robust mechanisms to handle physics anomalies without breaking immersion. AVX/SSE vectorization for performance-critical calculations. Multithreaded physics pipeline with lock-free data structures.
Fate Trigger
Architected and developed comprehensive toolsets enabling artists to leverage generative AI technologies for accelerated content creation, including custom plugins for Stable Diffusion integration, procedural texture generation, and AI-assisted animation workflows. Engineered a sophisticated mesh simplification plugin utilizing perceptual metrics and physics-aware decimation algorithms to preserve both visual fidelity and simulation accuracy. Integrate advanced systems like ML deformers, the Chaos vehicle system, and Nanite into our games. While developing these tools, ensure cross-platform compatibility and optimize performance, leading to a deeper understanding of how different platforms interact and function.
Physics Game The Rest of Your Life
Build my own physics engine and gradually add new physics solvers
Linear Complimentary Problem (Gauss-Seidel)
Theory of Constraints & Constraint Class
Rigid Body Distance Constraint
Ragdolls & Warm Starting
Penetration Constraint
Manifolds/Contact Caching
Ragdoll & Motors & Movers
My first self learning UE Game Battle
Multi-Player Shooting Game
Build and Run Engine
Rendering
Animation and Physics
ToolChains
Weapon
AI and Behavior Trees
Level Creation and Finishing the Game
UE 5 C++ Developer & Hunter Game
Create level design (including lighting)
Make a "Mover" component for our doors
Make a "Grabber" component for the player
Call the Grabber functionality from Blueprint
Create a "Pressure Plate" component
Tweak and polish
UE 5 The Ultimate Shooter Game
Project Setup
Shooting Sound/Particles/Animation setup
Blending Shooting Animation
UMG and Widget for Weapons
AI and Behavior Trees
Level Prototyping Tools and Post Process Effects