notes
Hi this is a free and open version of my notes on Game dev, programming, and asset creation. It will have a lot in common with both my Patreon and my Ko-fi accounts. I post prod shots and posts on my Patreon, and I post about programming on my Ko-fi accounts.
Nothing locked behind a paywall on these two will be here, I will however post a generalized note about it though. Like if I make a laser sound, I will add notes about EQ, Reverb, Compression, and what else based on what I learned. The sound and the project file will be posted on my Patreon behind a pay wall.
Make sure to checkout: Vaults, and shoutout if you found my site there!
Who am I?
I am Ryan Flush/Flushwhy I make games, music, and create art for the most part. I have a ton of free assets on OpenGameArt, and places like Patreon. My goal is to create docs outside the world of official docs for the tools I use, and reference back to them as much as I can.
I am mainly working with Odin and Unreal in the game space, with FL Studio being my go-to DAW. I bounce around 2D drawing software. I mainly use OpenToonz and Animation Paper for 2D stuff like person and animation, while I use Affinity Studio for 2D still assets and Aseprite for all pixel art stuff.
If you like to support this site, my work, or give back please use my Patreon or Ko-fi. If you use Patreon and donate more that 4 dollars you can link it to your github and become a sponsor for free[1]
Contact Me
đ Vault Navigation & Knowledge Base
đŽ Central Hub
- Game Development Hub â Master directory covering engine architectures, low-level renderers, and production pipelines.
á Odin & Custom Engine Framework
- Odin Programming Language Index â Systems programming overview and philosophy.
- Variables â Syntax, zero-values, and C-interop types.
- Functions â Explicit overloading,
#by_ptr, and implicitcontext. - Types â Sized types, memory layout (
#align), tagged unions, andbit_set. - Packages â Directory-based package scoping and import rules.
- Precision â Integer overflow limits, IEEE 754 float drift (
f32/f64).
đ Vulkan Architecture & Renderer
- Vulkan Architecture Overview â Low-overhead GPU API, setup chain, and present modes.
- Pipelines & Shaders â Fixed and programmable stages, immutable PSOs, and Vulkan 1.3 Dynamic Rendering.
- Synchronization & Memory Management â Fences, semaphores, pipeline barriers, and VMA sub-allocation.
âī¸ Unreal Engine 5
- Index for Unreal â C-style C++ philosophy, source code access, and systems architecture.
- Optimization â Ticking elimination,
statcommands, Unreal Insights, andTArraymemory reservation. - Deferred Shading vs Forward Shading â GBuffer tradeoffs, MSAA vs TSR, and translucency.
- Async Loading vs. Streamable Manager â Level streaming vs
FStreamableManagersoft pointers. - Enhanced Input Mappings & Action Maps â Input Actions, Mapping Contexts, and C++ setup.
- In World UI â Projecting 2D Widget Blueprints (
WBP) onto 3D world primitives.
đ¤ Godot (Godot 4.x)
- Intro Into Gdscript â Python/Lua/Go hybrid design, static typing, signals, and annotations.
- Godot Basics & Architecture â Node/Scene composition, lifecycle, and low-level servers.
- Environment â ACES tonemapping, volumetric fog, SSAO/SSIL, and Unreal comparisons.
- Intro Into Navigation In Godot â NavigationServer3D, NavigationMeshes, and agent pathfinding.
- Navigation Regions â 2D NavigationPolygons vs 3D NavigationMeshes.
- Object Avoidance â Real-time dynamic agent collision avoidance via RVO2.
- GDExtension Notes â Native C++, Odin, and Rust plugin development without engine recompiles.
đ Networking
- Basics Of NetWorking â UDP vs TCP, Reliable UDP (RUDP), and Unreal vs Unity vs Godot netcode.
- Client-Side Prediction & Server Reconciliation â Authoritative servers, rollback reconciliation, and entity interpolation.
- Network Serialization & Delta Compression â Bit-packing, float/quaternion quantization, and delta change masks.
đ Sound & Postprocessing
- Compression â Dynamics control, threshold/ratio/attack/release, and game submix sidechaining.
- Reverb â Acoustic space simulation, DRY/ER/WET, diffusion, and genre/SFX implementation.
đ¨ Visual Arts & Animation
- Getting Started With 3D Animation â Universal 3D animation logic, Blender workflows, and the 12 Principles.
- Brand Identity Specification FLUSHWHY RYAN FLUSH â SIGNAL_MONITOR terminal aesthetics, color specs, and system tone.
- UI Component Library â Structural frames, diagnostic HUDs, stepped gauges, and ASCII controls.
Free being only needing to pay for a Patreon sub and not both. âŠī¸