I'm a developer who enjoys learning the math behind a domain — how its careful application solves complex
problems elegantly. An open-source contributor
passionate about knowledge sharing. I live in
Emacs and love the command-line.
Languages:C++ (20)C Rust Python
Objective-C JavaScript Lua SQL GLSL Libraries & Tools:OpenGL 3.3+WebGL Direct3D
Direct2D Boost Qt
GTK+ Cocoa CMakeGCC Clang MSVC Valgrind
GDB PostgreSQL — GIMP Blender glTF OS: Linux macOS Windows
Conceptualized and implemented the texturing subsystem on a roadmap project implementing the OpenGL ES specification using Direct3D.
PDF Engine
Authored Annotations component of the PDF rendering engine used by the Edge browser and the store app Reader. Additionally took care of print and rendering subsystem involving transparency (compositing and blending) and shading patterns.
Edge - Build Systems
Own sync and build of entire Edge codebase with its 200+ third-party dependencies on multiple platforms over Azure Pipelines at scale.
Edge (macOS)
Design and implement macOS-specific browser features including tab dial and media controller experience for MacBook Pro Touch Bar.
Worked with clients to integrate Havok Physics, AI and Animation solutions with their game code. Provided solutions to game play issues; advised on approaches to physics engine integration depending on the game world.
Account Manager: Call of Duty: Modern Warfare 2019 (Infinity Ward), Assassin's Creed Odyssey (Ubisoft Quebec)
Authored a 2D game engine and associated tools for artists to work on sprites and resource packing. The engine abstracted differences amongst WindowsMobile devices and exposed a common feature set for game teams to work on. Its basic features like image drawing to advanced ones like animation and blending were implemented from scratch. It sported effects like on-the-fly grey scaling and parallax scrolling. Ported J2ME (Java) game code of Jewel Quest III and Sims 2 Castaway to WindowsMobile (C++) using said engine.
An optimized field of view and line of sight system for visibility
queries in strategy games (live demo); minimizes intersection tests to use in a game with multiple AI agents needing FoV every frame. My design with illustrations and the geometry involved is documented in excruciating detail. Sneak out! is a game, playable in your browser, written in 3 days using this.
Multiple mid-sized projects to understand fundamental 3D math and graphics concepts from ground up using no high-level libraries. Right from primitives to collision detection to spatial data structures to frustum culling everything was implemented manually from scratch. Highlights:
Skeletal animation of glTF model.
Free-look (6 DoF) camera using matrices, quaternions (independently) and no gluLookAt.
A GameDev.net featured interactive tutorial on geometric transformations for programmers favouring intuition over mathematical rigour; concepts explained are illustrated with animation. In addition to elementary transforms on points, it also treats coordinate system and hierarchical transforms; shows mappings from active and passive viewpoints. It can be viewed on a browser and in any form factor, as it only uses HTML5 and vector graphics.
Handy offline thesaurus originally written on GNU/Linux (most distributions' repositories host it), using WordNet as its database, with distinct features like global shortcut key look-up, passive desktop notification and wild-card search. It was later ported to Windows. It garnered many positive reviews and recommendations from users.
Bachelor of Engineering
First Class with Distinction (76%) awarded by Anna University, Chennai, India.