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Private Panoramas Gallery

Another type of hobby gallery project, focused on own made panorama photos, from different places I was travelling to. This is even simpler than my other gallery project Antypodish Galleries.
Main difference in comparison to my other gallery is, these panorama pictures can be slided side way with mouse, or finger (on touchscreen).
I used in this project available solution from JQuery Panorama ViewerEmbed a Panorama Pictures on Your WebsiteCreated by Pete R., Founder of Travelistly and BucketListly.
IterOrbis : Space Dominium

Developing space genre game
IterOrbis : Space Dominium
Become a strategist, manager, trader, or fighter and dominate the space.
- Develop your own system and vehicles.
- Release your potentials and creativity.
- Trade, fight and dominate space by any means.
- Learn about basics space mechanics, by intercepting trajectories of planets, space ships, bases and enemies. And try not to crash land ;)
- Study and expand tech tree, to advance and to gain advantage of the opponents.
- Develop own scripts using lua interpreted language, to control your designs bases and vesicles, or simply use existing ones, which were developed by community.
- Play against other players
... and upcoming more ....
syszoom (suspended project)

People are very curious being. We can be told to do not touch, or do something. Even so, we tend to obey warnings and we have to experience on our own how, why, what if ...
This days are available many sources of information, just on the reach of the hand. It may take different form, like text, pictures, videos, presentations etc. However, this site aims to present possible applications, and complexity, which sits behind of a chosen subject, in the form striping (zooming) into components.
PipsTycoon : Renaissance (Discontinued and Closed Down)

PipsTycoon is a real money economic and financial simulator built around the idea of social trading. Real money simulator means you can transform your virtual dollars into real ones any time you want.
You can start a many virtual companies like for example wood factory, or forex broker, get into politics, or trade thousands of real world assets like currencies, commodities, cryptocoins or shares. You can also make money from earning of your affinities, as well you can trade them, or by writing ingame articles about PipsTycoon and even from fights. Least but not last, is working for companies, which produce goods for needs of pips, to enhance and conduct numerous of task.
If you looking for information, guides, tutorial or even forum, check out
www.pipstycoon.net
This cost you nothing other than few clicks.
Hope to see you soon ;)
If you have any questions, please do not hesitate to ask either on facebook, or via in game PM.
(PhD) IEEE RO-MAN International Symposium Portugal 2107

I was presenting on IEEE conference in 2017 Portugal, Lisbon (Lisboa), in category of
Robot and Human Interactive Communication (RO-MAN)
Presentation is on
A New Approach to Improve the Parameter Estimation Accuracy in Robotic Manipulators Using a Multi-Objective
Content of the presentation is a collaboration myself and my colleagues.
For curious, link to presentation pdf is attached below (15MB).
(PhD) Year2 Placement 1Hr Presentation

This presentation discusses practical aspects, of implementing robotic systems and automation into Nuclear Decommissioning processes, based on PhD year 2 placement.
Some points are
- Remote Operations
- Robotic Impact
- Technical System Integration
- Perception and Visualization
- Robt Controlled Laser Cutting Facility
- System Integration (Including ROS discussion)
Link to presentation attached below (Certain information had to be removed).
(PhD) Year2 Poster

PhD Conference 2017 - Autonomous mobile robotic systems for remote handling and decommissioning
Link to poster attached below
(PhD) Autonomous mobile robotic systems for remote handling

PhD Conference 2017 - Autonomous mobile robotic systems for remote handling and decommissioning
During my Second Year of PhD, I was have developed and simulated Model Predictive Controller (MPC) for 7 DoF HydroLek manipulator. This was byproduct, of conducted work on Linear Matrix Inequality (LMI) controller for this manipulator.
The goal of the controller, was generate path planning, of various configurations, for 7 DoF manipulator.
I used Matlab and Simulink.
You can click link on the bottom to download pdf of my presentation.
Dobromil Duda - Nuclear Robotics PhD Presentation 04 - Internal - Autonomous mobile robotic systems for remote handling and decommissioning.pdf
Dobromil Duda - PhD Conference 2017 - Autonomous mobile robotic systems for remote handling and decommissioning 3.pdf
(Eng) 10kW Hydrogen FC Power System
In 2012 I have been given an opportunity to select related project to Fuel Cell system, as a final year project (2012/2013) for University of Sunderland. Click here, to read more.
Below I would like to attach a link to my dissertation "10kW Hydrogen FC Power System.pdf", if anyone is interested.
Unity: Pure ECS: Octree: Testing 100k blocks
Unity 2018.3 Pure ECS Octree based on buffer Arrays Testing 100k blocks See my Unity forum thread for details. Octree in Pure ECS : BufferArray based with source code
IterOrbis : Space Dominum : Development
Based on my previous prototypes, I have moved on, and expanded features of the project.
This part of the project was made in Unity using C# and classical Object Oriented Programming. This is important to mentions, since later I decided, that I want to convert whole game design, into ECS (Entity Component System), which is DOD (Data Oriented Design).
Int this sample, I present sand box based construct designer, where vehicle can be built out of components. Something like minecraft, or From The Depths. I have implemented in this prototype PID controllers, to stabilize hovering of each propulsion.
Additional features on this video, are presenting test fly around two planets and with little twist, where player can fly from one planet to other planet via ramp, or if accelerate fast enough :)
I have log blog (require an updates) on my another website IterOrbis : Space Dominium, as well as on Unity forum, which is so far more up to date [WIP] Hovercrafts Sandbox Prototype
3DoF Gimbal Controller : Neural Network (NN)
Presenting 3 Degrees of Freedom Gimbal Controller, based on thruster controller for spacecraft (i.e. satellite) applications in Unity3D, using Evolving Neural Network - NEAT.
It was been while, number of searches, efforts, trials and errors past, aiming, to create the controller in Unity3D, which will allow orient a satellite toward target reference, i.e. an orbit of the planet. Rather than using standard Unity3D method Lerp, to set the orientation, I wanted to simulate close to realistic behavior, of thruster based controller for spacecrafts. This means, each individual axis of the satellite (spacecraft), can be controlled individually, to ensure desired orientation of 3 axis. Not only orientation can be defined for each 3 axis, but also angular velocity for any of axis. This allows for example, for traveling satellite, to spin around one of its axis, while pointing into desired direction.
The project was made using Unity 3D 2018.2.0b4. Howver, since is c# based, it should be able work on older version of Unity3D.
Unity Package can be accessed here:
NEAT_3DoF_GimbalController.unitypackage
In case it do not work for any reaosn, specially for oolder version, copy of project folder is here:
NEAT_3DoF_Orientation.7z
Project uses Evolving Neural Network - NEAT, based on Evolving Neural Networks through
Augmenting Topologies.
NEAT Paper by Kenneth O. Stanley and Risto Miikkulainen:
Evolving Neural Networks through Augmenting Topologies
Project is derived from:
Evolving Neural Networks NEAT With 3D Cars + Tutorial
by
The One, published July 2016
Evolving Neural Networks NEAT With 3D Cars + Tutorial
IterOrbis : Space Dominum : Development

Well, for now that much, but just to add, using Unity3D and unfortunately, I am only developer.
Hopefully will be fun .. one day?
Official website: IterOrbis : Space Dominium
And IterOrbis Wiki Pedia (IterPedia): IterPedia
Launched facebook page: IterOrbis : Space Dominum
Launched facebook page: IterOrbis
Unity : Power Grid : Genetic Neural Network

Project goal is to simulate behavior of power grid (very simplified), using Evolving Neural Network approach.
The concept of using Neural Network for controlling power production, based on demand and associated cost, is to prove the concept, if such system can respond accordingly to many variables, ensuring that power demand is met, yet reducing power overproduction across multiple power plants.
Due to short deadline for this project, power grid design has been extremely simplified, in respect to initial goal.
Network of substations has been narrowed into single substation. Hence, no step up/down power grid is considered. Power level across system is an arbitrary value as Mega Watts for simplification, rather than realistic power grid values of M/G Watts, on each system point. There are no other sub stations, hence no power redirection, no line overload, or no power grid failure scenarios, in this state.

2 consumers are power delivery points. Their produce a power demand, with two peak times spikes, morning and afternoon.
System includes 3 power plants:
Solar Power Station, which for simplification, produces energy only during day time, with increasing output at morning and increasing output in the evening. Additional weather events and its forecasting are not taken int consideration.
Large Power Station has relative slow and lagging response to the power demand change. Either significant overproduction is required, or supporting power station, with faster response.
Small Power Station is supporting power station, to its larger version. Its maximal power output is much lower, but its response is much faster, to meet volaille power demand changes. However, power production cost is also much higher. So it would be desired, to reduce its output, when adequate power demand is lower.
Click for more details ...
Project uses Evolving Neural Network - NEAT, based on Evolving Neural Networks through Augmenting Topologies.pdf (NEAT Paper by Kenneth O. Stanley and Risto Miikkulainen)
(PhD) Autonomous mobile robotic systems for remote handling

PhD Conference 2017 - Autonomous mobile robotic systems for remote handling and decommissioning
During my Second Year of PhD, I was have developed and simulated Model Predictive Controller (MPC) for 7 DoF HydroLek manipulator. This was byproduct, of conducted work on Linear Matrix Inequality (LMI) controller for this manipulator.
The goal of the controller, was generate path planning, of various configurations, for 7 DoF manipulator.
I used Matlab and Simulink.
You can click link on the bottom to download pdf of my presentation.
Dobromil Duda - Nuclear Robotics PhD Presentation 04 - Internal - Autonomous mobile robotic systems for remote handling and decommissioning.pdf
Dobromil Duda - PhD Conference 2017 - Autonomous mobile robotic systems for remote handling and decommissioning 3.pdf
Unity3D : 3DoF Gimbal Controller : Genetic Neural Network

Project focused on designing of 3DoF Gimbal Controller, to simulate behavior of orbiting spacecraft controlled with thrusters, with given reference point, using Evolving Neural Network (NEAT) approach.
It was been while, number of searches, efforts, trials and errors past, aiming, to create the controller in Unity, which will allow orient a satellite toward target reference, i.e. an orbit of the planet. Rather than using standard Unity method Lerp, to set the orientation, I wanted to simulate close to realistic behavior, of thruster based controller for spacecrafts. This means, each individual axis of the satellite (spacecraft), can be controlled individually, to ensure desired orientation of 3 axis. Not only orientation can be defined for each 3 axis, but also angular velocity for any of axis. This allows for example, for traveling satellite, to spin around one of its axis, while pointing into desired direction.
Video discuses steps taken, to train brain in Evolving Neural Network and showcases results. Configuration took steps in brain training, which resulted in only few generations of species, to achieve decent responsive system. C# code is also discussed.
As input to neural network, I used angular velocity error of xyz (3 inputs), in respect to the target, rather than position, or rotation itself.
As output, I simulate thrusters behavior, by applying torque force on each side of model for xyz (3 outputs), where value is accepted both positive and negative. Can try imagine space shuttle, which fires multiple directional thrusters, to orient spacecraft in a space.
Fitness of Nerual Network, is the summary of angular velocity error, in respect to the reference angular velocity.
Unity Package. The project was made using Unity 2018.2.0b4. Howver, since is c# based, it should be able work on older version of Unity.
Project uses Evolving Neural Network - NEAT, based on Evolving Neural Networks through
Augmenting Topologies.pdf (NEAT Paper by Kenneth O. Stanley and Risto Miikkulainen)
Tata Steel - OPC, iFIX, SCADA Training Manual

The aim of this manual is to introduce principles of processes, which are commonly
used during automation of production and manufacturing lines.
For that purpose, we will concentrate on processes in HRP, Process Control, Mill
Block. It will describe and guide trough principles of used a network architecture,
ways of communication between PC and external devices, PLC (Programmable Logic
Controller) programming and the interface development using SCADA (Supervisory
Control and Data Acquisition).
This document requires at least basic knowledge in network architecture, in any
programming language and principle in understanding of binary, hexadecimal and
decimal numbers and conversions between them.
Tata Steel (1.5 Year Placement)

During 1.5 year of my Placement in Tata Steel (South Wales), I developed high volume of skills and knowledge, from different aspects.
Ii took a role, as placement Process And Automation Engineer, initially with 1 year duration. Then extended by another 5 months, before back for final year of study.
Top image shows one of my project, which involved 3 computer connected, testing HPCi and GEM80 PLCs software, Moxa and Red Lion Ethernet - COM Port converters, along with ethernet switches
Along with learned operating HPCi, GEM80 and Simens S7 PLC, I also were designing SCADA pages and configuring iFix data bases.
Learned operating CISCO networking, was an extra bonus skill.
Besides office work, I often spent time in workshop and on production plant, to familiarize myself, with process of steel making. This also allowed me, to understand requirements for SCADA / PLC, when could visualize whole process, or its relevant parts.
Much more details and photos from my placement commitment, are available in the portfolio.pdf below.
Castle Island
Castle Island in Minecraft on the designed and constructed by myself on mushroom island.
Played on simpvp.net, pvp anarchy server.
Nearby structures (mostly not visible on screenshot), were constructed by my colleges as form of collaboration and team effort.
Link to my channel attached below.
Lights

Modding lights for From the Depths game.
Link to the main thread on the FtD forum is attached below.
First modded tree in FtD

First modded tree in FtD. In fact, first modded plant ever in TtD.
Anterak : Classical Bomber
Taking off, bombing and landing.
All ACB based.
July 2015
Steam workshop attached
From The Depths - Alpha Multiplayer Mass Handling Testing
Compilation of few online session, which I have conducted in spring 2015, with fellow players.
Link to original thread attached below.
Steam Workshop Artwork

Created banner used, which I am using at the forum of From the Depths game, as a reference to my steam workshop.
Link to steam workshop attached.