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MyLordHitsHard/README.md

Himanshu Dutt

Computer Science Engineer · C++ Programmer · Full-Stack Developer

Portfolio LinkedIn GitHub


> whoami

class HimanshuDutt {
    std::string role     = "Computer Science Engineer";
    std::string location = "Kishtwar, Jammu & Kashmir, India";
    std::string focus    = "Low-level systems + full-stack web";
    std::string nextGoal = "Game Development";

public:
    auto getPassions()  { return {"C++", "OpenGL", "Spring Boot", "Building things"}; }
    bool isLearning()   { return true; }
    bool drinksCoffee() { return false; /* drinks water lol */ }
};

I'm a CS grad who enjoys building things from scratch (sometimes with the help of AI tools :)). Whether it's a full REST API with Google OAuth, a 3D camera system in OpenGL, or a raytracer written in C++. I like understanding how things work at the lowest level and then building something on top of it.


> skills --list

Languages

C++ C Python JavaScript SQL

Frameworks & Libraries

Flask Node.js React

Databases & Infrastructure

PostgreSQL MySQL Kafka Docker

Tools & Platforms

CMake Git Jenkins Postman VS Code Visual Studio


> ls projects/

🪶 VERSES — Poetry Platform

A full-stack private poetry publishing platform with a dark, editorial aesthetic.

What I built:

  • Backend — Express.js REST API with helmet, cors, express-rate-limit
  • Auth — Google OAuth + JWT (7-day tokens, admin-only guard middleware)
  • Database — PostgreSQL on Neon with cursor-based pagination, GIN indexes for tag search, and a SQL trigger for updated_at
  • Like system — Anonymous toggling via SHA-256 IP hashing (no accounts needed)
  • Frontend — React with infinite scroll via IntersectionObserver, optimistic UI for likes, keyboard shortcuts (⌘K search overlay), and a fully hand-rolled CSS design system

Stack: React Express.js PostgreSQL JWT Google OAuth Neon

🎮 OpenGL 3D Renderer

A 3D scene renderer built from scratch while learning OpenGL.

What I implemented:

  • Camera class with Euler angle processing (Yaw, Pitch), keyboard + mouse input, and scroll-based zoom
  • Vertex/fragment shader pipeline via a custom Shader class (reads GLSL from disk, compiles, links)
  • Texture mapping with stb_image, blended multi-texture support
  • Model → View → Projection matrix pipeline using glm
  • Depth testing and multiple 3D cube instances at different positions

Stack: C++ OpenGL 3.3 Core GLFW GLAD glm stb_image

🔦 CPU Raytracer

A software raytracer written in C++ that outputs PPM image files.

What it does:

  • Ray-sphere intersection with recursive reflections and refractions
  • Fresnel effect blending (reflection vs. refraction) using the Schlick approximation
  • Hard shadows via secondary shadow rays
  • Configurable scene with light-emitting spheres
  • Outputs 640×480 PPM renders

Stack: C++ Math / Linear Algebra (no external libs)

📦 Custom Vector Container

An STL-compatible generic dynamic array built to understand RAII and move semantics.

Features:

  • Template class with emplace_back, pop, bounds-checked operator[]
  • Amortized O(1) push via capacity doubling
  • Move constructor + move assignment (noexcept)
  • Copy operations explicitly deleted (forces move-only semantics)
  • Exception safety on out-of-bounds access

Stack: C++20 Templates Move Semantics RAII


> cat stats.json

GitHub stats Top Languages

roadmap.sh


> cat currently.log

[LEARNING]  OpenGL → rendering pipelines, lighting models
[BUILDING]  More side projects, moving toward game dev
[EXPLORING] Low-level systems, graphics programming
[READING]   The Cherno's C++ series + learnopengl.com

> ./contact --help

Channel Link
🌐 Portfolio feellord.netlify.app
💼 LinkedIn himanshu--dutt
🐙 GitHub MyLordHitsHard

Profile Views

"The best way to learn something is to build something with it."

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