<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>GAMES104 on 榎aaaa的个人主页</title><link>https://jiat-t.github.io/tags/games104/</link><description>Recent content in GAMES104 on 榎aaaa的个人主页</description><image><title>榎aaaa的个人主页</title><url>https://jiat-t.github.io/images/avatar.jpg</url><link>https://jiat-t.github.io/images/avatar.jpg</link></image><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sun, 14 Jun 2026 11:00:12 +0000</lastBuildDate><atom:link href="https://jiat-t.github.io/tags/games104/index.xml" rel="self" type="application/rss+xml"/><item><title>GAMES104：大气与云的渲染</title><link>https://jiat-t.github.io/graphics/games104-atmosphere-and-clouds/</link><pubDate>Sun, 14 Jun 2026 10:28:47 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games104-atmosphere-and-clouds/</guid><description>记录高度场地形、三角形与四叉树细分的基本思路，以及地形 LOD 和层级管理问题。</description></item><item><title>GAMES104：渲染实践</title><link>https://jiat-t.github.io/graphics/games104-rendering-practice/</link><pubDate>Tue, 09 Jun 2026 10:32:42 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games104-rendering-practice/</guid><description>整理 GPU 执行架构、渲染资源组织、可见性裁剪、纹理压缩与 Cluster/Nanite 模型管线。</description></item><item><title>GAMES104：如何构建游戏世界</title><link>https://jiat-t.github.io/graphics/games104-game-world/</link><pubDate>Thu, 26 Mar 2026 01:08:36 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games104-game-world/</guid><description>整理 Game Object 与组件化、Tick 更新、事件交互和场景空间管理的基本思路。</description></item><item><title>GAMES104：引擎架构分层</title><link>https://jiat-t.github.io/graphics/games104-engine-architecture/</link><pubDate>Wed, 25 Mar 2026 07:55:05 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games104-engine-architecture/</guid><description>记录资源层、功能层、核心层、平台层与工具层的职责，以及引擎分层和依赖方向。</description></item></channel></rss>