【Unity知识扫盲】引擎开发者/研究员级别的终极技术

编程达人挑战赛·第4期 10w+人浏览 257人参与

引擎开发者/研究员知识体系技术介绍

1. 物理引擎实现 - 从零构建

约束求解器(Constraint Solver)

// 基于位置的动力学(Position Based Dynamics)
public class PBDSolver {
    public struct Particle {
        public Vector3 position;
        public Vector3 prevPosition;
        public Vector3 velocity;
        public float invMass;  // 1/质量,0表示固定
        
        public void Integrate(float dt, Vector3 gravity) {
            if (invMass == 0) return;
            
            velocity += gravity * dt;
            prevPosition = position;
            position += velocity * dt;
        }
    }
    
    public struct DistanceConstraint {
        public int particleA;
        public int particleB;
        public float restLength;
        public float stiffness;
        
        // Gauss-Seidel求解器
        public void Solve(Particle[] particles) {
            Vector3 pa = particles[particleA].position;
            Vector3 pb = particles[particleB].position;
            
            Vector3 delta = pb - pa;
            float currentLength = delta.magnitude;
            
            if (currentLength < 0.0001f) return;
            
            // 计算修正量
            float diff = (currentLength - restLength) / currentLength;
            Vector3 correction = delta * diff * stiffness;
            
            float wa = particles[particleA].invMass;
            float wb = particles[particleB].invMass;
            float totalInvMass = wa + wb;
            
            if (totalInvMass < 0.0001f) return;
            
            // 应用修正
            particles[particleA].position += correction * (wa / totalInvMass);
            particles[particleB].position -= correction * (wb / totalInvMass);
        }
    }
    
    private Particle[] particles;
    private DistanceConstraint[] constraints;
    private const int SOLVER_ITERATIONS = 10;
    
    public void Step(float dt, Vector3 gravity) {
        // 1. 预测位置(显式欧拉)
        for (int i = 0; i < particles.Length; i++) {
            particles[i].Integrate(dt, gravity);
        }
        
        // 2. 生成碰撞约束
        GenerateCollisionConstraints();
        
        // 3. 迭代求解约束
        for (int iter = 0; iter < SOLVER_ITERATIONS; iter++) {
            foreach (var constraint in constraints) {
                constraint.Solve(particles);
            }
        }
        
        // 4. 更新速度
        for (int i = 0; i < particles.Length; i++) {
            if (particles[i].invMass > 0) {
                particles[i].velocity = (particles[i].position - particles[i].prevPosition) / dt;
            }
        }
        
        // 5. 速度阻尼
        for (int i = 0; i < particles.Length; i++) {
            particles[i].velocity *= 0.99f;
        }
    }
    
    void GenerateCollisionConstraints() {
        // 宽相检测 + 窄相检测
        // BVH/Octree等空间划分
    }
}

// 刚体动力学 - 冲量求解
public class RigidBodySolver {
    public struct RigidBody {
        public Vector3 position;
        public Quaternion rotation;
        public Vector3 velocity;
        public Vector3 angularVelocity;
        
        public float mass;
        public Matrix4x4 inertiaTensor;      // 惯性张量
        public Matrix4x4 inverseInertiaTensor;
        
        // 世界空间的逆惯性张量
        public Matrix4x4 GetWorldInverseInertiaTensor() {
            Matrix4x4 R = Matrix4x4.Rotate(rotation);
            return R * inverseInertiaTensor * R.transpose;
        }
    }
    
    public struct Contact {
        public int bodyA;
        public int bodyB;
        public Vector3 point;
        public Vector3 normal;
        public float penetration;
    }
    
    // 序列冲量求解器(Sequential Impulse)
    public void SolveContact(RigidBody[] bodies, Contact contact, float dt) {
        RigidBody a = bodies[contact.bodyA];
        RigidBody b = bodies[contact.bodyB];
        
        Vector3 ra = contact.point - a.position;
        Vector3 rb = contact.point - b.position;
        
        // 相对速度
        Vector3 va = a.velocity + Vector3.Cross(a.angularVelocity, ra);
        Vector3 vb = b.velocity + Vector3.Cross(b.angularVelocity, rb);
        Vector3 relativeVel = va - vb;
        
        float normalVel = Vector3.Dot(relativeVel, contact.normal);
        
        // 如果物体在分离,不处理
        if (normalVel > 0) return;
        
        // 计算冲量
        float e = 0.5f;  // 恢复系数(弹性)
        
        Matrix4x4 invInertiaA = a.GetWorldInverseInertiaTensor();
        Matrix4x4 invInertiaB = b.GetWorldInverseInertiaTensor();
        
        Vector3 raXn = Vector3.Cross(ra, contact.normal);
        Vector3 rbXn = Vector3.Cross(rb, contact.normal);
        
        float invMassSum = 
            (1f / a.mass) + (1f / b.mass) +
            Vector3.Dot(invInertiaA.MultiplyVector(raXn), raXn) +
            Vector3.Dot(invInertiaB.MultiplyVector(rbXn), rbXn);
        
        float j = -(1 + e) * normalVel / invMassSum;
        
        Vector3 impulse = contact.normal * j;
        
        // 应用冲量
        a.velocity += impulse / a.mass;
        a.angularVelocity += invInertiaA.MultiplyVector(Vector3.Cross(ra, impulse));
        
        b.velocity -= impulse / b.mass;
        b.angularVelocity -= invInertiaB.MultiplyVector(Vector3.Cross(rb, impulse));
        
        // 位置修正(Baumgarte stabilization)
        const float baumgarte = 0.2f;
        const float slop = 0.01f;
        float correction = Mathf.Max(contact.penetration - slop, 0f) * baumgarte / dt;
        
        Vector3 correctionImpulse = contact.normal * correction / invMassSum;
        
        a.position += correctionImpulse / a.mass;
        b.position -= correctionImpulse / b.mass;
        
        bodies[contact.bodyA] = a;
        bodies[contact.bodyB] = b;
    }
}

宽相碰撞检测 - BVH

// 层次包围盒(Bounding Volume Hierarchy)
public class BVHTree {
    public class Node {
        public Bounds bounds;
        public Node left;
        public Node right;
        public int objectIndex;  // -1表示内部节点
        
        public bool IsLeaf => left == null && right == null;
    }
    
    private Node root;
    
    // SAH(Surface Area Heuristic)构建
    public Node Build(Bounds[] bounds, int[] indices, int start, int end) {
        Node node = new Node();
        
        // 计算包围盒
        node.bounds = bounds[indices[start]];
        for (int i = start + 1; i < end; i++) {
            node.bounds.Encapsulate(bounds[indices[i]]);
        }
        
        int count = end - start;
        
        // 叶子节点
        if (count == 1) {
            node.objectIndex = indices[start];
            return node;
        }
        
        // 找最佳分割
        int bestAxis = -1;
        int bestIndex = -1;
        float bestCost = float.MaxValue;
        
        for (int axis = 0; axis < 3; axis++) {
            // 按轴排序
            System.Array.Sort(indices, start, count, new AxisComparer(bounds, axis));
            
            // 尝试每个分割点
            for (int i = start + 1; i < end; i++) {
                Bounds leftBox = bounds[indices[start]];
                for (int j = start + 1; j < i; j++) {
                    leftBox.Encapsulate(bounds[indices[j]]);
                }
                
                Bounds rightBox = bounds[indices[i]];
                for (int j = i + 1; j < end; j++) {
                    rightBox.Encapsulate(bounds[indices[j]]);
                }
                
                // SAH代价函数
                int leftCount = i - start;
                int rightCount = end - i;
                float cost = leftBox.size.magnitude * leftCount + 
                           rightBox.size.magnitude * rightCount;
                
                if (cost < bestCost) {
                    bestCost = cost;
                    bestAxis = axis;
                    bestIndex = i;
                }
            }
        }
        
        // 无法分割,创建叶子
        if (bestAxis == -1) {
            node.objectIndex = indices[start];
            return node;
        }
        
        // 按最佳轴重新排序
        System.Array.Sort(indices, start, count, new AxisComparer(bounds, bestAxis));
        
        // 递归构建子树
        node.left = Build(bounds, indices, start, bestIndex);
        node.right = Build(bounds, indices, bestIndex, end);
        
        return node;
    }
    
    // 查询相交
    public void Query(Bounds queryBounds, List<int> results) {
        QueryRecursive(root, queryBounds, results);
    }
    
    void QueryRecursive(Node node, Bounds queryBounds, List<int> results) {
        if (node == null) return;        
        if (!node.bounds.Intersects(queryBounds)) return;        
        if (node.IsLeaf) {
            results.Add(node.objectIndex);
            return;
        }
        
        QueryRecursive(node.left, queryBounds, results);
        QueryRecursive(node.right, queryBounds, results);
    }
    
    class AxisComparer : IComparer<int> {
        private Bounds[] bounds;
        private int axis;
        
        public AxisComparer(Bounds[] bounds, int axis) {
            this.bounds = bounds;
            this.axis = axis;
        }
        
        public int Compare(int a, int b) {
            float centerA = bounds[a].center[axis];
            float centerB = bounds[b].center[axis];
            return centerA.CompareTo(centerB);
        }
    }
}
2. 渲染器架构 - 延迟渲染
// 完整的延迟渲染管线
public class DeferredRenderer {
    // G-Buffer布局
    // RT0: Albedo (RGB) + Metallic (A)
    // RT1: Normal (RGB) + Roughness (A)
    // RT2: Emission (RGB) + AO (A)
    // RT3: World Position (RGB) + Depth (A)
    
    private RenderTexture[] gBuffer = new RenderTexture[4];
    private RenderTexture lightingBuffer;
    private CommandBuffer commandBuffer;
    
    public void Setup(int width, int height) {
        // 创建G-Buffer
        gBuffer[0] = CreateRT(width, height, RenderTextureFormat.ARGB32);  // Albedo
        gBuffer[1] = CreateRT(width, height, RenderTextureFormat.ARGB2101010);  // Normal
        gBuffer[2] = CreateRT(width, height, RenderTextureFormat.ARGBHalf);  // Emission
        gBuffer[3] = CreateRT(width, height, RenderTextureFormat.ARGBFloat);  // Position
        
        lightingBuffer = CreateRT(width, height, RenderTextureFormat.ARGBHalf);
        
        commandBuffer = new CommandBuffer { name = "Deferred Rendering" };
    }
    
    public void Render(Camera camera, ScriptableRenderContext context) {
        commandBuffer.Clear();
        
        // === Pass 1: Geometry Pass ===
        // 渲染到G-Buffer
        commandBuffer.SetRenderTarget(gBuffer, gBuffer[3].depthBuffer);
        commandBuffer.ClearRenderTarget(true, true, Color.black);
        
        // 绘制所有几何体
        var cullingResults = context.Cull(ref camera.cullingParameters);
        var drawSettings = new DrawingSettings(
            new ShaderTagId("Deferred"), 
            new SortingSettings(camera)
        );
        var filterSettings = new FilteringSettings(RenderQueueRange.opaque);
        
        context.DrawRenderers(cullingResults, ref drawSettings, ref filterSettings);
        
        // === Pass 2: Lighting Pass ===
        // 使用G-Buffer计算光照
        commandBuffer.SetRenderTarget(lightingBuffer);
        commandBuffer.ClearRenderTarget(false, true, Color.black);
        
        // 设置G-Buffer纹理
        commandBuffer.SetGlobalTexture("_GBufferAlbedo", gBuffer[0]);
        commandBuffer.SetGlobalTexture("_GBufferNormal", gBuffer[1]);
        commandBuffer.SetGlobalTexture("_GBufferEmission", gBuffer[2]);
        commandBuffer.SetGlobalTexture("_GBufferPosition", gBuffer[3]);
        
        // 渲染每个光源
        foreach (var light in cullingResults.visibleLights) {
            RenderLight(commandBuffer, camera, light);
        }
        
        // === Pass 3: Forward Pass (透明物体) ===
        commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
        commandBuffer.Blit(lightingBuffer, BuiltinRenderTextureType.CameraTarget);
        
        filterSettings.renderQueueRange = RenderQueueRange.transparent;
        context.DrawRenderers(cullingResults, ref drawSettings, ref filterSettings);
        
        context.ExecuteCommandBuffer(commandBuffer);
        context.Submit();
    }
    
    void RenderLight(CommandBuffer cmd, Camera camera, VisibleLight light) {
        if (light.lightType == LightType.Directional) {
            // 全屏四边形
            cmd.DrawMesh(fullscreenQuad, Matrix4x4.identity, deferredLightingMat, 0, 0);
        } else {
            // 光源体积(球体/锥体)
            Mesh volumeMesh = GetLightVolume(light.lightType);
            Matrix4x4 matrix = GetLightMatrix(light);
            
            // 背面剔除,避免摄像机在光源内部时的问题
            cmd.DrawMesh(volumeMesh, matrix, deferredLightingMat, 0, 1);
        }
    }
    
    RenderTexture CreateRT(int width, int height, RenderTextureFormat format) {
        return new RenderTexture(width, height, 0, format) {
            enableRandomWrite = true
        };
    }
    
    private Mesh fullscreenQuad;
    private Material deferredLightingMat;
    
    Mesh GetLightVolume(LightType type) { return null; }
    Matrix4x4 GetLightMatrix(VisibleLight light) { return Matrix4x4.identity; }
}

// 对应的Shader
/*
Shader "Custom/DeferredLighting" {
    Properties {
        _LightColor ("Light Color", Color) = (1,1,1,1)
        _LightPosition ("Light Position", Vector) = (0,0,0,0)
        _LightRange ("Light Range", Float) = 10
    }
    
    SubShader {
        Pass {
            Name "Directional Light"
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            
            sampler2D _GBufferAlbedo;
            sampler2D _GBufferNormal;
            sampler2D _GBufferPosition;
            
            float3 _LightDirection;
            float4 _LightColor;
            
            struct v2f {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };
            
            v2f vert(appdata_full v) {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.texcoord;
                return o;
            }
            
            float4 frag(v2f i) : SV_Target {
                // 从G-Buffer读取
                float3 albedo = tex2D(_GBufferAlbedo, i.uv).rgb;
                float3 normal = tex2D(_GBufferNormal, i.uv).rgb * 2 - 1;
                float3 worldPos = tex2D(_GBufferPosition, i.uv).rgb;
                
                // PBR光照计算
                float3 V = normalize(_WorldSpaceCameraPos - worldPos);
                float3 L = -_LightDirection;
                float3 H = normalize(V + L);
                
                float NdotL = max(dot(normal, L), 0);
                float NdotH = max(dot(normal, H), 0);
                
                // Cook-Torrance BRDF
                float roughness = tex2D(_GBufferNormal, i.uv).a;
                float metallic = tex2D(_GBufferAlbedo, i.uv).a;
                
                // ... 完整的PBR计算
                
                return float4(albedo * _LightColor.rgb * NdotL, 1);
            }
            ENDCG
        }
    }
}
*/
3. AI系统 - 行为树与GOAP
// Goal-Oriented Action Planning
public class GOAPPlanner {
    public class WorldState {
        private Dictionary<string, bool> state = new Dictionary<string, bool>();
        
        public bool Get(string key) => state.TryGetValue(key, out bool value) && value;
        public void Set(string key, bool value) => state[key] = value;
        
        public int Difference(WorldState other) {
            int diff = 0;
            foreach (var kvp in state) {
                if (!other.state.TryGetValue(kvp.Key, out bool otherValue) || otherValue != kvp.Value) {
                    diff++;
                }
            }
            return diff;
        }
        
        public WorldState Clone() {
            var clone = new WorldState();
            foreach (var kvp in state) {
                clone.state[kvp.Key] = kvp.Value;
            }
            return clone;
        }
    }
    
    public abstract class Action {
        public string name;
        public float cost;
        
        public abstract bool CheckPreconditions(WorldState state);
        public abstract void ApplyEffects(WorldState state);
        public abstract void Execute();
    }
    
    // A*规划算法
    public List<Action> Plan(WorldState current, WorldState goal, List<Action> actions) {
        var openSet = new PriorityQueue<Node>();
        var closedSet = new HashSet<WorldState>();
        
        var startNode = new Node {
            state = current,
            gCost = 0,
            hCost = current.Difference(goal),
            parent = null,
            action = null
        };
        
        openSet.Enqueue(startNode, startNode.fCost);
        
        while (openSet.Count > 0) {
            Node currentNode = openSet.Dequeue();
            
            // 找到目标
            if (currentNode.state.Difference(goal) == 0) {
                return ReconstructPath(currentNode);
            }
            
            closedSet.Add(currentNode.state);
            
            // 尝试所有可行的行动
            foreach (var action in actions) {
                if (!action.CheckPreconditions(currentNode.state)) continue;
                
                WorldState newState = currentNode.state.Clone();
                action.ApplyEffects(newState);
                
                if (closedSet.Contains(newState)) continue;
                
                float newGCost = currentNode.gCost + action.cost;
                float newHCost = newState.Difference(goal);
                
                Node neighbor = new Node {
                    state = newState,
                    gCost = newGCost,
                    hCost = newHCost,
                    parent = currentNode,
                    action = action
                };
                
                openSet.Enqueue(neighbor, neighbor.fCost);
            }
        }
        
        return null;  // 无法找到计划
    }
    
    List<Action> ReconstructPath(Node node) {
        var path = new List<Action>();
        while (node.parent != null) {
            path.Add(node.action);
            node = node.parent;
        }
        path.Reverse();
        return path;
    }
    
    class Node {
        public WorldState state;
        public float gCost;  // 从起点到当前的代价
        public float hCost;  // 启发式:当前到目标的估计
        public float fCost => gCost + hCost;
        public Node parent;
        public Action action;
    }
}

// 使用示例
public class EnemyAI : MonoBehaviour {
    GOAPPlanner planner = new GOAPPlanner();
    List<GOAPPlanner.Action> plan;
    
    void Start() {
        // 定义行动
        var actions = new List<GOAPPlanner.Action> {
            new GrabWeaponAction(),
            new MoveToPlayerAction(),
            new AttackAction(),
            new FindCoverAction()
        };
        
        // 当前状态
        var current = new GOAPPlanner.WorldState();
        current.Set("hasWeapon", false);
        current.Set("nearPlayer", false);
        current.Set("playerDead", false);
        
        // 目标状态
        var goal = new GOAPPlanner.WorldState();
        goal.Set("playerDead", true);
        
        // 规划
        plan = planner.Plan(current, goal, actions);
        
        if (plan != null) {
            Debug.Log($"计划: {string.Join(" -> ", plan.Select(a => a.name))}");
            // 输出可能是: "GrabWeapon -> MoveToPlayer -> Attack"
        }
    }
    
    void Update() {
        if (plan != null && plan.Count > 0) {
            plan[0].Execute();
            // 完成后移除
        }
    }
    
    class GrabWeaponAction : GOAPPlanner.Action {
        public GrabWeaponAction() { name = "GrabWeapon"; cost = 1; }
        public override bool CheckPreconditions(GOAPPlanner.WorldState state) => !state.Get("hasWeapon");
        public override void ApplyEffects(GOAPPlanner.WorldState state) => state.Set("hasWeapon", true);
        public override void Execute() { /* 实际执行 */ }
    }
    
    class MoveToPlayerAction : GOAPPlanner.Action {
        public MoveToPlayerAction() { name = "MoveToPlayer"; cost = 2; }
        public override bool CheckPreconditions(GOAPPlanner.WorldState state) => !state.Get("nearPlayer");
        public override void ApplyEffects(GOAPPlanner.WorldState state) => state.Set("nearPlayer", true);
        public override void Execute() { /* 实际执行 */ }
    }
    
    class AttackAction : GOAPPlanner.Action {
        public AttackAction() { name = "Attack"; cost = 1; }
        public override bool CheckPreconditions(GOAPPlanner.WorldState state) => 
            state.Get("hasWeapon") && state.Get("nearPlayer");
        public override void ApplyEffects(GOAPPlanner.WorldState state) => state.Set("playerDead", true);
        public override void Execute() { /* 实际执行 */ }
    }
    
    class FindCoverAction : GOAPPlanner.Action {
        public FindCoverAction() { name = "FindCover"; cost = 1; }
        public override bool CheckPreconditions(GOAPPlanner.WorldState state) => true;
        public override void ApplyEffects(GOAPPlanner.WorldState state) { }
        public override void Execute() { /* 实际执行 */ }
    }
}

// 优先队列(简化实现)
class PriorityQueue<T> {
    private List<(T item, float priority)> elements = new List<(T, float)>();
    
    public int Count => elements.Count;
    
    public void Enqueue(T item, float priority) {
        elements.Add((item, priority));
        elements.Sort((a, b) => a.priority.CompareTo(b.priority));
    }
    
    public T Dequeue() {
        T item = elements[0].item;
        elements.RemoveAt(0);
        return item;
    }
}
4. 程序化生成 - Wave Function Collapse
// 波函数坍缩算法(程序化生成关卡)
public class WaveFunctionCollapse {
    public class Tile {
        public int id;
        public Sprite sprite;
        public bool[] validNeighbors;  // 上下左右4个方向
    }
    
    class Cell {
        public HashSet<int> possibleTiles;  // 可能的tile
        public int collapsed = -1;  // 坍缩后的tile ID        
        public float Entropy => collapsed >= 0 ? 0 : possibleTiles.Count;
    }
    
    private Cell[,] grid;
    private Tile[] tiles;
    private int width, height;
    
    public void Generate(int width, int height, Tile[] tiles) {
        this.width = width;
        this.height = height;
        this.tiles = tiles;
        
        // 初始化网格
        grid = new Cell[width, height];
        for (int x = 0; x < width; x++) {
            for (int y = 0; y < height; y++) {
                grid[x, y] = new Cell {
                    possibleTiles = new HashSet<int>(Enumerable.Range(0, tiles.Length))
                };
            }
        }
        
        // 主循环
        while (true) {
            // 1. 找熵最小的单元格
            (int x, int y) = FindLowestEntropy();            
            if (x == -1) break;  // 全部坍缩完成            
            // 2. 坍缩(随机选择一个可能的tile)
            Collapse(x, y);            
            // 3. 传播约束
            Propagate(x, y);
        }
    }
    
    (int, int) FindLowestEntropy() {
        float minEntropy = float.MaxValue;
        var candidates = new List<(int, int)>();
        
        for (int x = 0; x < width; x++) {
            for (int y = 0; y < height; y++) {
                Cell cell = grid[x, y];
                if (cell.collapsed >= 0) continue;
                
                float entropy = cell.Entropy;
                
                if (entropy < minEntropy) {
                    minEntropy = entropy;
                    candidates.Clear();
                    candidates.Add((x, y));
                } else if (Mathf.Approximately(entropy, minEntropy)) {
                    candidates.Add((x, y));
                }
            }
        }        
        if (candidates.Count == 0) return (-1, -1);        
        // 随机选择一个
        return candidates[UnityEngine.Random.Range(0, candidates.Count)];
    }
    
    void Collapse(int x, int y) {
        Cell cell = grid[x, y];
        
        // 加权随机选择
        int[] possible = cell.possibleTiles.ToArray();
        int chosen = possible[UnityEngine.Random.Range(0, possible.Length)];
        
        cell.collapsed = chosen;
        cell.possibleTiles.Clear();
        cell.possibleTiles.Add(chosen);
    }
    
    void Propagate(int x, int y) {
        var stack = new Stack<(int, int)>();
        stack.Push((x, y));
        
        while (stack.Count > 0) {
            (int cx, int cy) = stack.Pop();
            
            // 检查4个邻居
            var neighbors = new[] {
                (cx - 1, cy, 3),  // 左 (右邻居的视角)
                (cx + 1, cy, 2),  // 右 (左邻居的视角)
                (cx, cy - 1, 1),  // 下 (上邻居的视角)
                (cx, cy + 1, 0)   // 上 (下邻居的视角)
            };
            
            foreach (var (nx, ny, direction) in neighbors) {
                if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
                
                Cell neighbor = grid[nx, ny];
                if (neighbor.collapsed >= 0) continue;
                
                // 计算邻居可能的tiles
                var validTiles = new HashSet<int>();
                
                foreach (int currentTile in grid[cx, cy].possibleTiles) {
                    foreach (int neighborTile in neighbor.possibleTiles) {
                        if (tiles[currentTile].validNeighbors[direction] && 
                            IsCompatible(currentTile, neighborTile, direction)) {
                            validTiles.Add(neighborTile);
                        }
                    }
                }                
                // 如果约束改变了,继续传播
                if (validTiles.Count < neighbor.possibleTiles.Count) {
                    neighbor.possibleTiles = validTiles;
                    stack.Push((nx, ny));
                }
            }
        }
    }    
    bool IsCompatible(int tileA, int tileB, int direction) {
        // 检查两个tile在特定方向上是否兼容
        return tiles[tileA].validNeighbors[direction];
    }
}
5. 汇编级优化
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;

// SIMD优化(AVX2)
public static class SIMDMath {
    // 向量点积(同时计算8个)
    [MethodImpl(MethodImplOptions.AggressiveInlining)]
    public static unsafe void DotProduct8(
        float* aX, float* aY, float* aZ,
        float* bX, float* bY, float* bZ,
        float* results, int count)
    {
        if (!Avx.IsSupported) {
            // 降级实现
            for (int i = 0; i < count; i++) {
                results[i] = aX[i] * bX[i] + aY[i] * bY[i] + aZ[i] * bZ[i];
            }
            return;
        }
        
        int vectorCount = count / 8;
        
        for (int i = 0; i < vectorCount; i++) {
            int offset = i * 8;
            
            // 加载8个向量
            Vector256<float> ax = Avx.LoadVector256(aX + offset);
            Vector256<float> ay = Avx.LoadVector256(aY + offset);
            Vector256<float> az = Avx.LoadVector256(aZ + offset);
            
            Vector256<float> bx = Avx.LoadVector256(bX + offset);
            Vector256<float> by = Avx.LoadVector256(bY + offset);
            Vector256<float> bz = Avx.LoadVector256(bZ + offset);
            
            // 计算 ax*bx + ay*by + az*bz
            Vector256<float> mulX = Avx.Multiply(ax, bx);
            Vector256<float> mulY = Avx.Multiply(ay, by);
            Vector256<float> mulZ = Avx.Multiply(az, bz);
            
            Vector256<float> result = Avx.Add(Avx.Add(mulX, mulY), mulZ);
            
            // 存储结果
            Avx.Store(results + offset, result);
        }
        
        // 处理剩余元素
        for (int i = vectorCount * 8; i < count; i++) {
            results[i] = aX[i] * bX[i] + aY[i] * bY[i] + aZ[i] * bZ[i];
        }
    }
    
    // 矩阵乘法(4x4)- 使用SSE
    [MethodImpl(MethodImplOptions.AggressiveInlining)]
    public static unsafe void MultiplyMatrix4x4SSE(float* a, float* b, float* result) {
        if (!Sse.IsSupported) {
            // 标准实现
            return;
        }
        
        // 加载矩阵B的列
        Vector128<float> b0 = Sse.LoadVector128(b + 0);
        Vector128<float> b1 = Sse.LoadVector128(b + 4);
        Vector128<float> b2 = Sse.LoadVector128(b + 8);
        Vector128<float> b3 = Sse.LoadVector128(b + 12);
        
        for (int i = 0; i < 4; i++) {
            // 加载矩阵A的一行
            Vector128<float> a0 = Sse.LoadVector128Scalar(a + i * 4 + 0);
            Vector128<float> a1 = Sse.LoadVector128Scalar(a + i * 4 + 1);
            Vector128<float> a2 = Sse.LoadVector128Scalar(a + i * 4 + 2);
            Vector128<float> a3 = Sse.LoadVector128Scalar(a + i * 4 + 3);
            
            // 广播每个元素
            a0 = Sse.Shuffle(a0, a0, 0x00);
            a1 = Sse.Shuffle(a1, a1, 0x00);
            a2 = Sse.Shuffle(a2, a2, 0x00);
            a3 = Sse.Shuffle(a3, a3, 0x00);
            
            // 计算结果行
            Vector128<float> row = Sse.Multiply(a0, b0);
            row = Sse.Add(row, Sse.Multiply(a1, b1));
            row = Sse.Add(row, Sse.Multiply(a2, b2));
            row = Sse.Add(row, Sse.Multiply(a3, b3));
            
            Sse.Store(result + i * 4, row);
        }
    }
}

终极知识图谱

🌟 引擎开发者/研究员级别

├─ ⚛️ 物理引擎
│ ├─ 约束求解器(PBD/PGS/LCP)
│ ├─ 连续碰撞检测(CCD)
│ ├─ 刚体动力学(冲量/约束)
│ ├─ 软体模拟(FEM/Mass-Spring)
│ ├─ 流体力学(SPH/PIC/FLIP)
│ └─ 布料模拟(Position Based)

├─ 🎨 高级渲染
│ ├─ 延迟渲染管线
│ ├─ 聚类延迟渲染
│ ├─ 体积光照
│ ├─ 全局光照(Path Tracing/Photon Mapping)
│ ├─ 实时光线追踪
│ └─ 虚幻渲染器架构

├─ 🧠 游戏AI
│ ├─ GOAP规划系统
│ ├─ HTN分层任务网络
│ ├─ 行为树高级模式
│ ├─ 机器学习(ML-Agents)
│ ├─ 导航网格生成
│ └─ 群体行为(Boids/Flow Field)

├─ 🌍 程序化生成
│ ├─ Wave Function Collapse
│ ├─ Perlin/Simplex噪声
│ ├─ L-System(植物生成)
│ ├─ Voronoi图(地形分割)
│ ├─ Delaunay三角化
│ └─ Marching Cubes(体素)

├─ 📐 高级数学
│ ├─ 四元数代数
│ ├─ 李群与李代数
│ ├─ 微分几何
│ ├─ 数值分析
│ ├─ 线性代数优化
│ └─ 计算几何

├─ ⚡ 极限优化
│ ├─ SIMD向量化(SSE/AVX/NEON)
│ ├─ 缓存友好数据结构
│ ├─ 无锁并发算法
│ ├─ 分支预测优化
│ ├─ 内存对齐与Prefetch
│ └─ 汇编级调优

├─ 🔬 空间结构
│ ├─ BVH层次包围盒
│ ├─ Octree/Quadtree
│ ├─ KD-Tree/BSP树
│ ├─ R-Tree空间索引
│ ├─ 空间哈希
│ └─ Loose Octree

├─ 🎮 引擎架构
│ ├─ ECS深度实现
│ ├─ 插件系统设计
│ ├─ 资源热重载
│ ├─ 脚本虚拟机
│ ├─ 渲染图(Frame Graph)
│ └─ 任务系统(Job System)

└─ 📚 理论基础
├─ 图形学论文(SIGGRAPH)
├─ 游戏编程模式
├─ 实时渲染(RTR4)
├─ 物理引擎设计
├─ 游戏AI编程精粹
└─ GPU Gems系列


📖 推荐学习资源
顶级书籍:
《Real-Time Rendering 4th》 - 图形学圣经
《Game Physics Engine Development》 - 物理引擎
《Game Engine Architecture》 - 引擎架构
《Game Programming Patterns》 - 设计模式
《Physically Based Rendering》 - PBR渲染

顶级论文/会议:
SIGGRAPH(图形学)
GDC(游戏开发)
I3D(交互式3D图形)
Eurographics
AIIDE(AI)

到这个层次,就是引擎开发、3A游戏核心技术、计算机图形学研究的领域了。需要:

  • 🎓 扎实的数学基础(线性代数、微积分、数值分析)
  • 💻 深入的计算机体系结构知识
  • 🧮 算法与数据结构专家级理解
  • 📐图形学/物理学理论基础
  • 🔬 阅读论文的能力
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