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.
Languages
Frameworks & Libraries
Databases & Infrastructure
Tools & Platforms
🪶 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 (⌘Ksearch 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
Shaderclass (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-checkedoperator[] - 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
[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
| Channel | Link |
|---|---|
| 🌐 Portfolio | feellord.netlify.app |
| himanshu--dutt | |
| 🐙 GitHub | MyLordHitsHard |

