suboptimaleng.bsky.social
@suboptimaleng.bsky.social
👨🏾‍💻 Indian-American Software Engineer
👾 Computer Graphics YouTuber (25k+)
❤️ Shaders, Anime, Gaming, Running
Solved my first LC hard (Merge k Sorted Lists) in C++.

Nice to have the option to use the priority queue data structure which gives O(N log k) complexity.

When I practiced DSA in JS (previously), I'd usually merge two lists at a time, since JS doesn't have a built-in heap.
November 15, 2025 at 7:52 PM
The best way to start learning a new programming language.
November 15, 2025 at 12:05 AM
I’m locked in now. No turning back.
July 6, 2025 at 3:40 AM
Ready to blow my whole leg off.
June 21, 2025 at 1:24 AM
GLSL Shader Experiment 23

Ray Marching Mouse Interaction (part 1)
June 13, 2025 at 11:26 PM
GLSL Shader Experiment 22

Ray Marching Procedural Terrain (part 4)
June 7, 2025 at 12:50 AM
GLSL Shader Experiment 21

Ray Marching Procedural Terrain (part 3)
June 6, 2025 at 3:10 AM
GLSL Shader Experiment 20

Procedural Terrain (part 2)

Ray marched a procedural terrain using value noise. This time, I removed the sphere SDF, colorized the terrain based on its normals, and added specular lighting.
June 4, 2025 at 2:59 AM
GLSL Shader Experiment 19

Procedural Terrain (part 1)

I ray marched a procedural terrain using value noise. Decided to add distance fog, color grading, and a toon shader to give the scene some contrast.
June 1, 2025 at 9:28 PM
The last time I ran more than 20 miles in one week was over 5 years ago! Feels good to start running consistently again.
May 31, 2025 at 7:36 PM
GLSL Shader Experiment 18

Ray Marching Determinant Space Distortion

I finally figured out what a determinant represented (geometrically) thanks to 3B1B. Wanted to visualize it in a shader but couldn’t fix all the artifacts. May come back to this later. Here's a working demo for now.
May 31, 2025 at 12:03 AM
GLSL Shader Experiment 17

Ray Marching Distance Fog

Spent some time learning more about distance fog this week. Without it, we see weird artifacts like the distortion on the checkerboard plane.
May 25, 2025 at 8:11 PM
GLSL Shader Experiment 16

Ray Marching Shadows with Post Processing Effects (part 4)

Since I've come this far already, figured I might as well learn how to compute the shadow of the triangle analytically using ray-plane intersection tests.
May 18, 2025 at 11:51 PM
GLSL Shader Experiment 15

Ray Marching Shadows (part 3)

Realized the shadows looked off in the previous demo because I used directional lighting. Swapped in a point light, but now I see more graphics artifacts because the rays are hitting the wireframe and light sphere.
May 18, 2025 at 9:52 PM
GLSL Shader Experiment 14

Ray Marching Shadows with Post Processing Effects (part 2)

I've been enjoying re-learning linear algebra. This is my first attempt at recreating a scene from the Immersive Math book.
May 18, 2025 at 2:41 AM
GLSL Shader Experiment 13

Ray Marching Shadows with Post Processing Effects
May 11, 2025 at 10:49 PM
GLSL Shader Experiment 12

Simple Ray Marched Scene with Post Processing Effects
April 25, 2025 at 2:10 AM
GLSL Shader Experiment 11

Post-Processing Shadow of the Colossus
April 3, 2025 at 3:15 AM
GLSL Shader Experiment 10

4 Types of Layered Voronoi (Cellular) Noise
April 2, 2025 at 12:23 AM
Working on adding more post-processing effects to my C++ shader animation tool.

Here's what it looks like when I run the Sobel (edge detection) filter on Voronoi (cellular) noise.
March 28, 2025 at 11:22 PM
Added the option to toggle each post-processing effect in my C++ shader animation tool.

Here's a demo with vignette, film grain, and pixelation enabled.
March 27, 2025 at 12:33 AM
Started experimenting with post-processing effects in my GLSL shader animation tool. Here are some early results with the vignette and noise filters enabled.
March 25, 2025 at 12:19 AM
GLSL Shader Experiment 09: More Voronoi Noise

I finally figured out how to smoothly transition between grayscale, classic, Manhattan distance, Worley, and multi-layered Worley noise! Learning C++ and SFML to build this shader engine has been pretty fun too.
March 10, 2025 at 3:39 AM
GLSL Shader Experiment 08: Layer Voronoi (Worley) Noise
March 9, 2025 at 9:08 PM
GLSL Shader Experiment 07: Voronoi Noise
March 2, 2025 at 12:07 AM