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Rahul Nair

grad student, DigiPen Institute of Technology (neural rendering, light transport & materials)

I research light transport and materials for neural rendering, and build a custom C++ engine on the side. This site is a public notebook: essays, devlogs, and whatever I'm reading, roughly in the order they happen.

research log · est. 2019 · rss · github · rahulnair1229 (at) gmail (dot) com · latest essay →

Essays
all 13 →
SIGGRAPH 2026: Volunteering, Neural Shading, and a Teapot 2026.07.26 · 5 min

Student-volunteered my way into SIGGRAPH 2026 in LA. Neural shading, Nsight internals, a room full of real-time rendering papers, and somehow ended up talking to Jim...

★ Porting Chief of the Valley to iOS 2026.06.10 · 7 min ·#gamedev #devlog #chief-of-the-valley

Taking a desktop management sim to iPad and iPhone. Landscape orientation, touch targets, scroll behavior, audio, an in-game keyboard, and the legibility decisions that come with...

Chief of the Valley: Devlog 2, v1.0 2026.06.06 · 6 min ·#gamedev #devlog #chief-of-the-valley

Staff overhaul, Steam integration, a bug report tool, and the fixes that had to happen before calling it v1.0.

Chief of the Valley: The First Devlog 2026.05.25 · 9 min ·#gamedev #devlog #chief-of-the-valley

Building a turn-based PC company sim in C++17 and raylib from scratch. Everything that got built, broken, and rebuilt on the way to v0.4.

Porting the Render Lab to Linux: What Actually Broke 2026.04.30 · 7 min ·#linux #opengl

Migrating the render-lab project from MSBuild to CMake on Fedora. The build system move was straightforward. The four things that broke after that were more interesting....

Moving to Linux: How I Ended Up on Fedora 2026.04.29 · 6 min ·#linux #personal

Copilot on the OS, a dedicated Copilot button on the keyboard, and Visual Studio. I had enough. Here is how the migration actually went.

Summer 2026: What Actually Needs to Happen 2026.04.27 · 5 min ·#personal #gamedev

Five things I'm committing to this summer: finishing the game, finding a thesis direction, making the most of Siggraph, getting off Windows, and some DSA.

Gitnook: Local-Only Version Control Inside Any Git Repo 2026.03.29 · 5 min ·#tools

My game team had a pile of untracked markdown files nobody wanted to commit and nobody wanted to lose. So I built gitnook.

GDC 2026: Talks, Roundtables, and No Small Talk 2026.03.18 · 7 min ·#gamedev

Spent the weekend in SF for GDC with one goal: skip the parties and learn something. Here's what was actually worth the time.

Developing Snake on GBDK-2020 2025.11.13 · 8 min ·#gamedev

Building a Snake workshop for Game Boy development using GBDK-2020. LCG RNG, sprite limits, bitplanes, and the limits of an 8-bit CPU.

Projects
all 4 →
Q quire rust · electron · react

A local-first LaTeX editor. Compiles offline with an embedded engine, no system TeX install required. Open source, MIT licensed.

C chief-of-the-valley c++ · raylib

A desktop management sim, built in C++ with raylib. Shipped on Steam, then ported to iPad and iPhone with touch controls and an in-game...

G gitnook rust · libgit2

Local-only version control for personal files inside any git repo. Files tracked by gitnook are excluded from outer git and never pushed.

T the-render-lab c++ · opengl

Small OpenGL lab engine for testing shaders and rendering techniques.

● now reading Musashi, Eiji Yoshikawa · Redmond, WA · /now →