Software Engineer

Raw systems.
Clean interfaces.

I dissect low-level engine mechanics under the hood and package them into rock-solid systems and sleek consumer products. From C++ and OpenGL to the App Store.

Unsend — live on App Store & Play Store
OpenGL series — in production
01Case Files

Shipped Products

From raw code to production. Consumer-ready apps, tools, and software that people actually use.

02The Simulation Lab

Graphics & Engine Work

Manipulating pixels and memory from scratch. Custom rendering pipelines, voxel engines, and real-time graphics.

I build graphics systems from the ground up — not with Unity or Unreal, but with raw OpenGL, C++, and mathematics. Understanding what happens between your code and the GPU is where real engineering lives.

Current work includes a custom voxel engine with chunk management, face culling optimization, raycasting, and real-time camera interaction. Every frame is a puzzle in linear algebra and memory management.

Custom Rendering Pipeline
OpenGL shaders, vertex buffers, texture mapping, and lighting from scratch
Voxel Engine
Chunk-based world generation, greedy meshing, face culling, and LOD systems
Raycasting & Interaction
Real-time ray-world intersection for camera and object interaction
Performance Engineering
Memory management, draw call optimization, and GPU profiling
03The Interrogation Room

Systems & Backend

Rock-solid logic that doesn't break under pressure. Enterprise-grade backend architecture, data pipelines, and automation.

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Enterprise Java

Record management systems, billing logic, transactional backends built for reliability and scale.

Data Pipelines

Python web scrapers, data transformation scripts, and automated workflows that run without supervision.

API Architecture

RESTful services, database schema design, and backend systems that handle real-world data at production scale.

04The Evidence Locker

Tutorials & Devlogs

Documenting the investigation to teach others. Step-by-step breakdowns of hard engineering problems — OpenGL, C++, graphics programming, and game development. No hand-waving, no skipped steps.

OpenGLC++GLFWGLADShadersGodotGame Dev
All tutorials →
05About

The Investigator

I'm Samir, a software engineer driven by curiosity across the entire stack. From low-level C++ graphics programming and custom game engines to enterprise Java architecture and consumer mobile apps.

I treat every bug like a cold case, like a puzzle, and every project like a complete investigation documented from the ground up. I don't just write code, I understand systems. How they work, why they break, and how to make them better.

My mission is to build software that is not only functional but also elegant, efficient, and reliable. I strive to create systems that stand the test of time, that can be understood and maintained by others, and that push the boundaries of what's possible in software engineering.

1+
Apps shipped to production
App Store + Play Store
C++
Primary systems language
OpenGL · GLFW · GLAD
Full
Stack coverage
GPU → Backend → Mobile → Store