I’ve taken the decision to make Ropossum, my authoring tool for generating content for physics-based game, open-sourced! It’s the version of late 2012-early 2013, not my latest work. But it’s a great version nonetheless! You can get the physics-engine, CRUST, now on github. Continue reading Ropossum V1 is now Open-Sourced!
This video is about my second agent to solve Cut the Rope levels. The Projection-based Approach. This newer agent takes only 0.1sec to check a level for playability. Read more on this and my other agents on my website: http://www.mohammadshaker.com/ropossum.html Continue reading Another Agent to Solve Cut the Rope – Ropossum Authoring Tool – Projection-based Approach
I know I should’ve published this while ago, but, anyway. This video is about my first agent to solve Cut the Rope levels in late 2012 – early 2013, the Simulation-based approach. My later attempts with newer, more clever agents would minimise the time it takes the agent to solve the level from about 30 sec for the simulation-based approach to 0.1 sec for the projection agent for instance. Read more on my website: http://www.mohammadshaker.com/ropossum.html Continue reading An Agent to Solve Cut the Rope – First Attempt – Simulation-based Approach
This summer (2015) I did an intro to Android Development with the Cloud. It’s uploaded, in full, to slideshare if you want to check it out. Here’s the first slide: Continue reading Android and Cloud
In my MSc. thesis last year, June 2015, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope. And a Ropossum video here: Continue reading [Master Thesis] Ultra Fast, Cross Genre, Procedural Content Generation in Games
Where to find For the following two projects, you can find them on github: https://github.com/ZGTR/Lossless-Compression-Engine https://github.com/ZGTR/Octree-Implementation This doc also discusses the implementation of different lossless compression techniques (by me) in multimedia; RLE (compression and decompression for any data type; specific technique is used for images.) RLE Quad Tree compresses images according to their color bulks. The engine implements also the lossless techniques based on adaptive dictionaries; i.e. LZ77(for text and images, using windows and lookahead buffers) and LZW (for text and images, using a dictionary). Arithmetic coding algorithm is also implemented (by Hasan Sarhan.) An implementation of Quadtree (by me) in … Continue reading An Implementation of Quadtree, Adaptive Huffman and Lossless Compression Engine
This is my project in my third year of studying in the Faculty of Information Technology Engineering in Damascus, Syria, 2011 with Ismaeel Abo Abdalla, Zaher Wanli and Mhd Noor Alhamwi. The project simulates the physics of the car movement with/without Anti Brake-Lock System (ABS), Electronic Stability Program (ESP) and Global Positioning System (GPS) all in realtime. You can download the presentation and the doc from my slideshare account. A full documentation is available [in Arabic – بالعربية] here. Continue reading Car Dynamics [Physics Simulation]