SHIRZAD BAHRAMI
СтатистикаWebsite > shirzadbahrami.com Tutorials > https://youtube.com/@ShirzadBahrami Channel: @shirzadbahramiCGtutorial Admin / Insta: @shirzad_bahrami
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- 9 авг.
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Посты
I’ll be speaking at SGDA Games Day 2026 in Dundee on 25 September! 🎮 My talk “Navigating the Risks and Rewards of Vibe Coding” looks at how AI-assisted development can accelerate experimentation and creativity, while introducing challenges around maintainability, technical debt, and accountability. 🎟 Register #SGDA #AI #GameDevelopment #VibeCoding
Example of a physics-based animation written in #python #3ds_max Read more
Want to see how we retargeted hundreds of animations for the EA SPORTS F1 franchise? In this Autodesk Media & Entertainment webinar, I share the tools I developed for the process and show how they work together to streamline animation retargeting. Watch the full webinar here: https://youtu.be/NJYjodhYR2A?is=ySLHvB2hXFN5pmg5
SHIRZAD BAHRAMI pinned «Here is the webinar for those who missed to attend to the live session, don't forget to like and comment 😄👍🏻 I will try to asnwer your questions in the comments. 👉 WATCH FOR FREE!»
Here is the webinar for those who missed to attend to the live session, don't forget to like and comment 😄👍🏻 I will try to asnwer your questions in the comments. 👉 WATCH FOR FREE!
📅 June 23 at 10AM ET/4PM CEST 👉 REGISTER NOW
Lights out and away we go! 🏎 Get an inside look at EA’s character pipeline for the F1 game franchise in our webinar with Shirzad Bahrami, Technical Artist at EA. He'll cover how 3ds Max was used to evolve legacy character rigs, improve animation quality, and deliver a new generation of racers for players. 📅 June 23 at 10AM ET/4PM CEST 👉 REGISTER NOW
I improved the vehicle handling by adding camber to the suspension, and made significant improvements to the force feedback, helping connect the player to the car. The engine sound has also been improved. Although it is not something I have worked on much, it now responds to RPM and engine load. #physics #gamedev #racing #offroad
Finally I can feel the physics of my project. My steering wheel arrived and I hooked up the forces I've been calculating to see how it behaves, so far, I'm surprised! Now I can feel the car, feel when I'm loosing grip, when I'm on tarmac or gravel, etc. #gamedev #devlog #sim #racing #rally
A gamepad isn’t enough anymore :) Controlling the car with joysticks has been extremely difficult, so I’m taking the next step: implementing force feedback. The goal is to create a more realistic driving experience where you can actually feel what the car is doing: the texture of gravel, the steering getting loose as grip starts to fade, and that moment when you pass peak grip and begin to slide. My steering wheel arrives tomorrow, and I’ll be testing just how far I can push the car’s handling system. #Physics #Simulation #Rally #Racing #GameDev
I added tire deformation based on normal load and pressure, as well as shear deformation while cornering based on lateral slip angle and force. The forces generated by the tires are now more accurate, and braking and the handbrake behave realistically without creep slip. Can’t wait to push the system even further. #dev #simulation #delog #physics
Here is another update on my vehicle physics simulation. I have been working on it for the past few months. The progress I have made is more than I expected. I am really enjoying developing it further and pushing its limits. The sound design of the vehicle is by Peter Hawkey. #dev #coding #simulation
First test drive of the car simulation I’ve been writing in my spare time. It’s still very much a work in progress and the code is far from polished, But this was all about testing the flow and seeing if the core idea holds up. Safe to say, it does! A pretty satisfying way to end the night and going to bed :) #dev #coding #simulation
Back on the car simulator I built earlier, this pass focuses on advanced constraints and proper wheel physics. The video shows an angle constraint driving the suspension (lines visualize linear suspension), plus tire deformation and pressure used to compute the contact patch. That data feeds into friction, directly impacting grip and vehicle behavior. #python #dev #physics
I've wanted to simulate a car in code for a long time. I finally took it from idea to execution, And the results were more rewarding than expected. Built in Python using Ursina (3D Visualisation) #python #dev
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