<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[ttod的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/ttod</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; ttod]]></copyright><item><title><![CDATA[软考软件设计师第四题：8 个必须能默写的动态规划模型]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/168027141</link><guid>https://blog.youkuaiyun.com/ttod/article/details/168027141</guid><author>ttod</author><pubDate>Thu, 15 Oct 2026 17:37:05 +0800</pubDate><description><![CDATA[软考软件设计师第四题：8 个必须能默写的动态规划模型]]></description><category></category></item><item><title><![CDATA[脱离软考功利视角：品味 0‑1 与完全背包背后算法之美]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/167900600</link><guid>https://blog.youkuaiyun.com/ttod/article/details/167900600</guid><author>ttod</author><pubDate>Wed, 14 Oct 2026 11:31:12 +0800</pubDate><description><![CDATA[脱离软考功利视角：品味 0‑1 与完全背包背后算法之美]]></description><category></category></item><item><title><![CDATA[绳波六问结集]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/167374463</link><guid>https://blog.youkuaiyun.com/ttod/article/details/167374463</guid><author>ttod</author><pubDate>Fri, 09 Oct 2026 11:18:07 +0800</pubDate><description><![CDATA[绳波六问]]></description><category></category></item><item><title><![CDATA[K老答——吃饭]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/167372643</link><guid>https://blog.youkuaiyun.com/ttod/article/details/167372643</guid><author>ttod</author><pubDate>Fri, 09 Oct 2026 11:02:15 +0800</pubDate><description><![CDATA[K老答——吃饭]]></description><category></category></item><item><title><![CDATA[K老答——生实信]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/167281827</link><guid>https://blog.youkuaiyun.com/ttod/article/details/167281827</guid><author>ttod</author><pubDate>Thu, 08 Oct 2026 19:52:56 +0800</pubDate><description><![CDATA[K老答——生实信]]></description><category></category></item><item><title><![CDATA[K老答——梦幻泡影]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/167281791</link><guid>https://blog.youkuaiyun.com/ttod/article/details/167281791</guid><author>ttod</author><pubDate>Thu, 08 Oct 2026 19:44:52 +0800</pubDate><description><![CDATA[K老答——梦幻泡影]]></description><category></category></item><item><title><![CDATA[K老答——观波者]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/167281737</link><guid>https://blog.youkuaiyun.com/ttod/article/details/167281737</guid><author>ttod</author><pubDate>Thu, 08 Oct 2026 19:40:52 +0800</pubDate><description><![CDATA[K老答——观波者]]></description><category></category></item><item><title><![CDATA[K老答——绳上的波]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/167210620</link><guid>https://blog.youkuaiyun.com/ttod/article/details/167210620</guid><author>ttod</author><pubDate>Wed, 07 Oct 2026 08:59:53 +0800</pubDate><description><![CDATA[K老答——绳上的波]]></description><category></category></item><item><title><![CDATA[K老答——并非一碗孟婆汤]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/166882904</link><guid>https://blog.youkuaiyun.com/ttod/article/details/166882904</guid><author>ttod</author><pubDate>Wed, 30 Sep 2026 07:35:52 +0800</pubDate><description><![CDATA[K老答——并非一碗孟婆汤]]></description><category></category></item><item><title><![CDATA[Babylon.js一帧之旅（番外二）：多场景管理——切换、叠加与多画布]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164358367</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164358367</guid><author>ttod</author><pubDate>Fri, 04 Sep 2026 08:05:49 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（番外二）：多场景管理——切换、叠加与多画布]]></description><category></category></item><item><title><![CDATA[Babylon.js一帧之旅（番外一）：大模型加载实战——压缩、拆分与渐进式加载]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164358260</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164358260</guid><author>ttod</author><pubDate>Fri, 04 Sep 2026 08:04:05 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（番外一）：大模型加载实战——压缩、拆分与渐进式加载]]></description><category></category></item><item><title><![CDATA[Babylon.js一帧之旅（十一）：原理篇——Observable机制源码解析]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164358177</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164358177</guid><author>ttod</author><pubDate>Fri, 04 Sep 2026 08:00:12 +0800</pubDate><description><![CDATA[Babylon.js一帧之旅（十一）：原理篇——Observable机制源码解析]]></description><category></category></item><item><title><![CDATA[Babylon.js一帧之旅（十）：实战——事件挂载点选择指南与性能优化]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164328367</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164328367</guid><author>ttod</author><pubDate>Thu, 03 Sep 2026 10:54:35 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（十）：实战——事件挂载点选择指南与性能优化]]></description><category></category></item><item><title><![CDATA[Babylon.js一帧之旅（九）：结束阶段——stopRenderLoop与dispose的正确姿势]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164328197</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164328197</guid><author>ttod</author><pubDate>Thu, 03 Sep 2026 10:50:49 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（九）：结束阶段——stopRenderLoop 与 dispose 的正确姿势]]></description><category></category></item><item><title><![CDATA[Babylon.js一帧之旅（八）：后处理与帧收尾——onAfterRender之前还发生了什么]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164328049</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164328049</guid><author>ttod</author><pubDate>Thu, 03 Sep 2026 10:49:23 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（八）：后处理与帧收尾——onAfterRender 之前还发生了什么]]></description><category></category></item><item><title><![CDATA[Babylon.js一帧之旅（七）：绘制阶段——渲染组、排序与逐网格事件]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164327951</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164327951</guid><author>ttod</author><pubDate>Thu, 03 Sep 2026 10:46:24 +0800</pubDate><description><![CDATA[Babylon.js一帧之旅（七）：绘制阶段——渲染组、排序与逐网格事件]]></description><category></category></item><item><title><![CDATA[Babylon.js一帧之旅（六）：渲染目标——阴影贴图、RTT 与探针的渲染时机]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164327850</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164327850</guid><author>ttod</author><pubDate>Thu, 03 Sep 2026 10:44:36 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（六）：渲染目标——阴影贴图、RTT 与探针的渲染时机]]></description><category></category></item><item><title><![CDATA[Babylon.js 一帧之旅（五）：活动网格评估——视锥剔除与可见性判定]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164327587</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164327587</guid><author>ttod</author><pubDate>Thu, 03 Sep 2026 10:39:44 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（五）：活动网格评估——视锥剔除与可见性判定]]></description><category></category></item><item><title><![CDATA[Babylon.js 一帧之旅（四）：相机系统——输入、视图矩阵与多相机]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164327502</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164327502</guid><author>ttod</author><pubDate>Thu, 03 Sep 2026 10:38:11 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（四）：相机系统——输入、视图矩阵与多相机]]></description><category></category></item><item><title><![CDATA[Babylon.js 一帧之旅（三）：动画与物理——每帧最先发生的事]]></title><link>https://blog.youkuaiyun.com/ttod/article/details/164327165</link><guid>https://blog.youkuaiyun.com/ttod/article/details/164327165</guid><author>ttod</author><pubDate>Thu, 03 Sep 2026 10:32:20 +0800</pubDate><description><![CDATA[Babylon.js 一帧之旅（三）：动画与物理——每帧最先发生的事]]></description><category></category></item></channel></rss>