I have been interested in game development since the age of twenty, when I was studying hardware engineering at Islamic Azad University. During the early 2003s, I and a professor in Islamic Azad University started writing a Persian book about OpenGL 1.1. This book was published by Science and Research branch of Islamic Azad University in Iran in 2005. In 2005, I and my two other friends formed Zehne Ziba corporation in Iran to primarily develop a game engine. We named it ZibaEngine and decided to develop it from scratch. I was responsible for Win32, OpenGL, Cal3d, PhysX and OpenAL programming. After we finished developing this game engine in 2008, we decided to create a 3D game with it. We extended our small group and developed our first commercial game for kids: Jungle Story. This game was honored with a silver award in the third digital media festival in Iran in October 2009. Unfortunately, due to an absence of copyright law, we could never publish this game in our country. When I was developing Cal3d for ZibaEngine, I discovered that there is not a good editor for Cal3d to simply test and view its exported models. That is why I started developing an open source project called Cal3dViewer in 2007 and published it on Sourceforge in 2008. After publishing the software, Loic Dachary decided to add me to the active members of Cal3d project. When we developed Jungle Story, it was difficult to communicate with 3D modeling applications such as Blender and Autodesk® 3ds Max®. I was looking for a good format to solve this problem. After a lot of inquiry, I discoverd that COLLADA is the best option. I started developing a new engine from scratch and used Collada RT sample as a reference to load COLLADA format with Collada DOM. I fixed the bugs of Collada RT and extended many of its features. I wrote a fairly robust rendering engine using OpenGL 3 and GLSL 1.4. I again decided to use PhysX to handle simple physX interactions in my game engine. Finally, I implemented OpenAL to support both 2D and 3D sounds. It took 2 years to do this big project--I use *big* word because I did all this work myself. The last step was selecting a name for this full blown engine. I and my colleague decided to name it Vanda. In Persian, it means wishes and desires. In 2011, a famous publisher in Iran asked me to translate the book "Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3" to Persian. Due to the bulk of this book, the publisher decided to publish my translations in 2 volumes. Both of these volumes were published in 2012. These are the first and only books about Unreal engine in Iran and are taught in Iran Game Development Institute--This institute is the first educational center in Middle East dedicated to Computer Games Development. After the success of these two books, this publisher asked me to translate the book "Unity 3.x Game Development Essentials" to Persian. Its translation will be published soon in Iran. In 2012, I acted as one of the judges in the 6th Intl. digital media fair and festival of Iran and was responsible for evaluating the games in the competition. For more information about my latest authorships, translations and projects, please visit www.ehsankamrani.com.
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