<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[m0_37609239的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/m0_37609239</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; m0_37609239]]></copyright><item><title><![CDATA[Promise(微任务)和setTimeout(宏任务)的理解]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/147118564</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/147118564</guid><author>m0_37609239</author><pubDate>Thu, 10 Apr 2025 17:10:54 +0800</pubDate><description><![CDATA[Promise 主要用于处理异步操作的结果，而 setTimeout 用于延迟执行某段代码。Promise 可以链式调用，便于处理多个异步操作的结果，而 setTimeout 只是简单的延迟执行。]]></description><category></category></item><item><title><![CDATA[游戏引擎详解——图片]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/140469241</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/140469241</guid><author>m0_37609239</author><pubDate>Wed, 21 Aug 2024 17:25:45 +0800</pubDate><description><![CDATA[新建一个subTask，input为task.input，options为subOptions对象，走transformPipeline管线流程同步执行任务，获取的值设置为task.source和task.output。creator引擎在编译时会把选中的纹理压缩类型记录到import文件夹下的json文件中，多种图片格式以下划线‘_’区分开，下图演示里选择了astc6x6格式和webp格式，所以生成的类型就是。因为大部分gpu对于压缩后的纹理有比较好的支持，无需cpu解码，占用内存小。]]></description><category></category></item><item><title><![CDATA[typescript中let和var、for循环和闭包的探索]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/138956807</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/138956807</guid><author>m0_37609239</author><pubDate>Wed, 22 May 2024 21:26:43 +0800</pubDate><description><![CDATA[最近在做一些场景优化时，突然发现一些代码的实现效果并没有如我所预期的那样运行，仔细研究了一下发现了一些有趣的知识。]]></description><category></category></item><item><title><![CDATA[CocosCreator组件上的schedule]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/132501223</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/132501223</guid><author>m0_37609239</author><pubDate>Tue, 29 Aug 2023 18:12:21 +0800</pubDate><description><![CDATA[CocosCreator组件上的schedule具体代码实现]]></description><category></category></item><item><title><![CDATA[cocos2dx源码：事件分发类]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/131563529</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/131563529</guid><author>m0_37609239</author><pubDate>Thu, 13 Jul 2023 16:22:52 +0800</pubDate><description><![CDATA[cocos2dx源码：事件分发类一点点看完]]></description><category></category></item><item><title><![CDATA[Object.defineproperty]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/130925985</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/130925985</guid><author>m0_37609239</author><pubDate>Mon, 29 May 2023 13:05:47 +0800</pubDate><description><![CDATA[Object.defineproperty]]></description><category></category></item><item><title><![CDATA[CocosCreator图片处理：截图裁剪，保存到本地，从本地加载，远端图片转base64]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/130893456</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/130893456</guid><author>m0_37609239</author><pubDate>Fri, 26 May 2023 20:58:01 +0800</pubDate><description><![CDATA[CocosCreator图片处理：截图裁剪，保存到本地，从本地加载，远端图片转base64]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——Chapter 16Polygonal Techniques多边形技术]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/126927338</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/126927338</guid><author>m0_37609239</author><pubDate>Mon, 27 Feb 2023 09:19:43 +0800</pubDate><description><![CDATA[Real-Time Rendering——Chapter 16Polygonal Techniques多边形技术]]></description><category></category></item><item><title><![CDATA[混合模式和预乘原理的理解]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/128321445</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/128321445</guid><author>m0_37609239</author><pubDate>Mon, 19 Dec 2022 09:06:16 +0800</pubDate><description><![CDATA[混合模式和预乘原理的理解]]></description><category></category></item><item><title><![CDATA[CocosCreator3.4.2源码渲染流程解读]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/128225457</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/128225457</guid><author>m0_37609239</author><pubDate>Wed, 07 Dec 2022 20:49:08 +0800</pubDate><description><![CDATA[CocosCreator3.4.2源码渲染流程解读]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——18.5 Multiprocessing多处理]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/127640161</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/127640161</guid><author>m0_37609239</author><pubDate>Mon, 07 Nov 2022 20:46:00 +0800</pubDate><description><![CDATA[Real-Time Rendering——18.5 Multiprocessing多处理]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——18.4 Optimization优化]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/127420386</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/127420386</guid><author>m0_37609239</author><pubDate>Tue, 01 Nov 2022 19:51:57 +0800</pubDate><description><![CDATA[Real-Time Rendering——18.4 Optimization优化]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——18.3 Performance Measurements性能测量]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/127357751</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/127357751</guid><author>m0_37609239</author><pubDate>Mon, 24 Oct 2022 09:25:08 +0800</pubDate><description><![CDATA[Real-Time Rendering——18.3 Performance Measurements性能测量]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——18.2 Locating the Bottleneck找出瓶颈]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/127313942</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/127313942</guid><author>m0_37609239</author><pubDate>Mon, 17 Oct 2022 09:45:55 +0800</pubDate><description><![CDATA[Real-Time Rendering——18.2 Locating the Bottleneck找出瓶颈]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——Chapter 18Pipeline Optimization管道优化]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/127313360</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/127313360</guid><author>m0_37609239</author><pubDate>Fri, 14 Oct 2022 09:28:09 +0800</pubDate><description><![CDATA[Real-Time Rendering——Chapter 18Pipeline Optimization管道优化]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——16.6 Compression and Precision压缩和精度]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/127239012</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/127239012</guid><author>m0_37609239</author><pubDate>Wed, 12 Oct 2022 09:59:07 +0800</pubDate><description><![CDATA[Real-Time Rendering——16.6 Compression and Precision压缩和精度]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——16.5 Simplification简单化]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/127203058</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/127203058</guid><author>m0_37609239</author><pubDate>Mon, 10 Oct 2022 09:52:14 +0800</pubDate><description><![CDATA[Real-Time Rendering——16.5 Simplification简单化]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——16.4 Triangle Fans, Strips, and Meshes16.4三角形扇形、条带和网格]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/127047519</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/127047519</guid><author>m0_37609239</author><pubDate>Sat, 08 Oct 2022 09:35:52 +0800</pubDate><description><![CDATA[Real-Time Rendering——16.4 Triangle Fans, Strips, and Meshes16.4三角形扇形、条带和网格]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——16.3 Consolidation合并]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/126985924</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/126985924</guid><author>m0_37609239</author><pubDate>Fri, 23 Sep 2022 09:56:13 +0800</pubDate><description><![CDATA[Real-Time Rendering——16.3 Consolidation合并]]></description><category></category></item><item><title><![CDATA[Real-Time Rendering——16.2 Tessellation and Triangulation曲面细分和三角测量]]></title><link>https://blog.youkuaiyun.com/m0_37609239/article/details/126966303</link><guid>https://blog.youkuaiyun.com/m0_37609239/article/details/126966303</guid><author>m0_37609239</author><pubDate>Wed, 21 Sep 2022 09:59:10 +0800</pubDate><description><![CDATA[Real-Time Rendering——16.2 Tessellation and Triangulation曲面细分和三角测量]]></description><category></category></item></channel></rss>