This is a collection of technical deep-dives focused on architecture, optimization, and low-level implementation. My goal is to document the how and the why of my workflow, provided through the lens of a C++ first developer.

📜 A Note on Source Access

I work with Unreal Engine source access. This means I am legally bound by what I can and cannot share. While I will always try to explain the "why" behind a solution, there are times when I can only share the implementation ("the how") without exposing proprietary logic.

These notes assume a baseline of technical literacy. I won't spend time explaining why MSAA doesn't play nice with Deferred Shading, I expect you’re here because you already know the fundamentals and want to move faster.

🛠 My Implementation Philosophy

My approach to Unreal is driven by a desire to reduce overhead and maintain a clean, performant project structure: