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change to rescript

refactor: use worldState instead managerState in exec func

multithread demo

no worker

draw one triangle

draw 3000 triangles

open render worker

optimize: change programMap to program

add localToWorlds, add UpdateTransformJob

add

compute fps, timeline

update add //ComputeCollisionJob ComputePhysicsJob

move ComputePhysicsJob to physics worker

worker

noWorker add it

rename story_after to story_improve

support worker, no worker

add UMLs

before

improve

abstract

时序图 two frame

three worker

post message

SharedArrayBuffer

add abstract code

glsl build demo

glsl compiler->Chunks

////clean first

  • load json

use most

配置数据 shaders.json shader_libs.json

  • parse json

run test in engine/

independent, add funcs to handle branch

  • handle sender

sender: add to specific sender array attribute uniform

add pos, type, send func, …

engine: add sendMetadataArr to state; add log: create shader with glsl add RenderJob: use it when draw;

pass run test

refactor: uniform material_shaders, no_material_shaders to shaders

remove material concept

  • get chunks to state
  • Builder: shader libs + Chunks to vs glsl, fs glsl

support all parts

result: glsl sender

add getHandle

add set define count:light count

refactor glsl: only remain used glsl

story before

glsl

send: judge when render

refactor:move duplicate to utils/

fix

2uniform

attribute order

abstract

draft

update import path

uml

domain model

flow

story improve: shader组合图

abstract UML: this pattern is not only for glsl, but for else!

load config

parse config

build target(string) by config

get runtime data when init by target

finish splice pattern article

remove batch instance

update article 1

update article 2

remove comment

add image

finish TODO

finish redoundo pattern article

update article 1

update article 2

remove comment

add image

finish TODO

finish ecs pattern article

update article 1

update article 2

remove comment

add image

finish TODO

finish 第二次记录

finish block pattern article

update article 1

finish pipeline pattern article

update article 1

finish multithread pattern article

update article 1

去掉重复代码

finish dependent pattern article

draft

edit:统一格式; update 使用场景:推广; rename IRenderEngine to RenderEngine; replace Onion architecture image

完成再看设计原则

每个设计原则给两个函数式编程的案例

draft

update

fix: add PBRMaterial

1,3,4 2

_getAllFakeGameObjects return 2 gameObjects

前言

给出模式写作套路: 首先给出项目需求 然后用最简单的方法实现 然后可能给出一些改进方案实现 然后用模式的改进方案实现 然后进行抽象归纳,给出模式的定义 然后给出优缺点,具体的使用场景 然后进行扩展 然后给出项目中的实践经验 最后推荐更多资料

给出每个模式的使用场景

前言 补充

add 特点:

  • 没有使用任何的引擎库、引擎框架、UI库等,直接使用WebGL图形API

书给出网站(包含代码)二维码

change to docun website