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.
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- 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.
- 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.
- 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.
- Identity: linkedin.com/in/ukasha167
- Secure Line: ukashaanwar774@gmail.com




