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ukasha167/README.md

── UKASHA ANWAR

Software Engineer // Systems & Mobile Developer

Driven by execution efficiency, cache locality, and a deep interest in how systems operate under the hood. Currently on the path toward becoming a Systems Architect.

Hello! 👋 While I build fluid, high-fidelity mobile experiences, my core passion lies in the low-level details. You'll find a mix of data-oriented experiments, engine-less simulations, and heavily optimized codebases here.

TECH STACK

Category Technologies
Languages C C++ Dart JavaScript TypeScript Java Python
Databases SQL PostgreSQL SQLite MongoDB
Frameworks Flutter React Native Express.js
Architecture REST APIs State Management Modular Design
Tools & Cloud Google Play Console Render Vercel Supabase GitHub Linux Postman Android Studio IntelliJ

DEVELOPMENT LEDGER

Current Projects

  • DRAFT (Flutter): Offline-first, privacy-focused personal book catalog. Features a local-first architecture, immediate local search indexing, and asynchronous external API syncing for automatic metadata and cover art fetching.
  • CAST (Flutter): High-fidelity, minimalist weather application. Built with a non-blocking concurrent network pipeline and mathematical vector graphics via custom canvas painters. Live on the Google Play Store.
  • CRAVE (React Native): Full-stack food ordering app with a heavy-border neo-brutalist UI. Backed by PostgreSQL and secured with stateful JWTs and atomic SQL transactions to eliminate checkout race conditions.

Other Notable Game Projects

  • Particle Simulation (C++ / Raylib): Real-time physics engine handling 17,000+ interactive particles at 60 FPS on a single CPU thread. Uses strict Data-Oriented Design (DOD) to guarantee optimal cache locality.
  • Space Invaders (C / Raylib): Pure engine-less 3D rendering pipeline locked at 60 FPS. Implements a custom discrete Two-Phase Collision Pipeline utilizing Broad-phase AABB pruning.
  • Flappy Bird (C++ / Raylib): Engine-less clone with a deterministic physics solver decoupled from a stateless renderer. Implements active boundary tracking for O(1) collision complexity and bitwise math to drop division overhead.
  • Chrome Dino Game (C++ / Raylib): Lightweight endless runner exploring single-sprite asset pipelines, frame-state animation logic, and tight, low-overhead loop execution.
  • Pong (C++ / Raylib): Sprite-less arcade remake rendered completely with primitive geometry shapes. Built as a baseline playground for core frame timing, render loops, and boundary collision checks.

ACTIVELY IMPROVING

  • App Development: Architecting fluid cross-platform runtimes and robust modular interfaces.
  • Data-Oriented Design & Memory: Transitioning from classical OOP bloat to pure, data-driven systems, profiling structural layout patterns for optimal CPU cache alignment.
  • Low-Level Performance: Investigating compilation pipelines, custom memory allocators (linear and arena models), and mechanical constraints.

TELEMETRY

FIND ME

Pinned Loading

  1. Particle-Simulation Particle-Simulation Public

    High-performance physics engine written completely in C++ with Raylib for rendering. It's implemented in Data-Oriented Style and uses Verlet Integeration for Physics and Spatial Hashing Grid Algori…

    C++ 5

  2. blackhole-sim blackhole-sim Public

    C++

  3. Flappy-Bird Flappy-Bird Public

    Written in C++ and rendered using RayLib. With seperated renderer and solver logic.

    C++ 1

  4. space-shooters space-shooters Public

    A high-performance, Synthwave-inspired 3D space shooter built in C using Raylib. Implements a Data-Oriented Design (DOD) architecture with a custom rendering pipeline and optimized collision mathem…

    C

  5. DRAFT DRAFT Public

    A beautifully designed, private digital sanctuary for book lovers. Keep track of what you own, and curate what you wish to read.

    Dart

  6. CRAVE. CRAVE. Public

    A minimalist, end-to-end food ordering system featuring a Brutalist UI, native Expo animations, and a PostgreSQL/Node.js transactional backend. Designed for speed, raw SQL performance, and scalable…

    TypeScript