SYSTEM_CORE: ACTIVE
// CORE_MANIFEST

Aditya Tiwari

Systems & Graphics C++ / OpenGL Lucknow, IN

I am a low-level systems developer and graphics programmer focused on writing fast, cache-friendly, and correct code at the hardware layer.

Deeply invested in performance optimization, manual memory alignment, multi-threaded task scheduling, and SIMD design patterns. I engineer render pipelines and runtime systems from scratch without heavy framework layers.

// PERSPECTIVE_LOG

Engineering Creed

Zero-Dependency Cache Tuning State Gold Achiever

Control over memory is control over execution speed. From optimizing CPU L1/L2 cache locality to balancing GPU branch divergence in complex fragment shaders, I value minimal abstraction layers.

Beyond systems engineering, I am a State-Level Yoga Player and District Gold Achiever, maintaining rigid structural discipline in both architectural codebases and physical mental focus.

// CAPABILITIES_MATRIX / ENVIRONMENTS

Foundational Languages

Native Execution Build Control
C++ (17/20/23)
C / Assembly
GLSL / HLSL
Python
CMake
Unreal Engine 5
Unity 3D
Git / GitHub Actions
// CAPABILITIES_MATRIX / SYSTEMS

Graphics & Accelerator APIs

GPU Architecture Hardware Vectorization
OpenGL 4.6 Core
AVX2 / SIMD
Ray-marching
PBR Shading Models
Volumetric Optics
Custom ECS Engines
Data-Oriented Design
Multi-threading (pthreads)
// REPOSITORY / ENGINE DEVELOPMENT

Groove UI Engine

C++20 OpenGL 4.6 EnTT ECS

Designed and built a modular 3D game engine editor workspace from scratch. Features an advanced Entity-Component-System framework providing high cache locality during uniform iterations.

Includes an off-screen framebuffer viewport rendering loop, unified scene graph management, real-time flying runtime cameras, integrated transform gizmos, and a fast serializable command history layout for state undo/redo steps.

// REPOSITORY / ACCELERATED PHYSICS

fireRender Flame

GLSL Shaders Navier-Stokes Fluid

A real-time physically-accurate gaseous simulation loop operating under custom temperature buoyancy models. Fluid velocity paths are evaluated over geometric bounds inside shader pipelines.

Utilizes dynamic multi-layered curl noise vector fields for non-repeating turbulent flows. Renders flame shapes using algorithmic blackbody radiation maps and soft Gaussian particle depths.

// REPOSITORY / OPTICAL SHADING

Volumetric Clouds

Ray-marching Atmospheric Scattering

A zero-dependency CMake rendering prototype implementing advanced light extinction and in-scattering profiles across parameterized volume density fields.

Optimizes deep ray-marching sampling loops through noise-driven jittering algorithms and spatial ray re-projection matrices, keeping compute runtime budgets bounded within interactive limits.

// REPOSITORY / PERFORMANCE NUMERICS

RelNo D1 Noise

AVX2 Vectorization SIMD Parallel Intrin

An open-source, header-only procedural noise library generating White, Perlin, Simplex, and Pink noise profiles via vectorized execution layers.

Leverages AVX2 register scaling and data-aligned layouts to generate up to 8 noise hashes simultaneously. Achieved a verified 6x to 50x operational speedup by saturating multi-core pipelines with atomic row index task schedulers.

// REPOSITORY / HACKATHON RACING

Planet Formation

NASA Space Apps Unity / C#

A real-time interactive procedural solar system simulation built under severe constraints within a 15-hour overnight window during a venue power grid failure.

Features dynamic mesh calculation scripts for structural surface crusts and gravity particle cluster configurations. Earned 5th Place out of 100+ competing entries and won the "Most Inspirational Team" award.

// CHRONICLE / INFRASTRUCTURE LEAD

Chief Technology Officer

Affordemy Jan 2025 - Feb 2026

Served as core full-stack system designer, architecting and provisioning the company's multi-tier production web infrastructure using Node.js, Express, and high-performance database indexing layers.

Designed and built a secure administrative internal enterprise application platform featuring optimized schema patterns to automate tracking for registrations and financial ledgers, eliminating all paper workflows.

// CHRONICLE / SYSTEMS ENGINEERING LOGISTICS

Technical Associate

HackShastra Core Jan 2026 - Present

Served as on-site operations engineer and infrastructure manager for SnowHackIPEC, a large-scale 24-hour engineering hackathon challenge.

Managed high-bandwidth venue networking layouts, cluster configuration runtimes for participants, deployment environments, and oversaw automated grading platforms for evaluation panels.

// NETWORKING_PORT

Establish Link

Available for Roles adi5243 Variant Ecosystem
01/02 ABOUT SKILLS PROJECTS EXP SOCIAL