wiki update

minjaesong
2025-11-27 11:16:42 +09:00
parent 333db7fefc
commit 34543c6b68
2 changed files with 6 additions and 5 deletions

@@ -18,6 +18,7 @@ This is a place for developers, a hub for documentation and code conventions for
### Rendering
* [[Rendering Pipeline]] — Graphics system and tile rendering
* [[Lighting Engine]] — Lighting and shading simulation
* [[OpenGL Considerations]] — GL 3.2 requirements and shader syntax
### Physics

@@ -87,7 +87,7 @@ class BlocksDrawer(
### Tile Atlas System
Blocks use texture atlases for autotiling variants:
Blocks use texture atlantes for autotiling variants:
#### Atlas Formats
@@ -124,7 +124,7 @@ Autotiling tiles have a "barcode" pixel in the atlas (position 6,5) encoding:
### Seasonal Variation
224×224 atlases support seasonal colour blending:
224×224 atlantes support seasonal colour blending:
```
┌─────────┬─────────┐
@@ -509,7 +509,7 @@ if (actor.hitbox.intersects(camera.bounds)) {
### Texture Atlas
Use texture atlases to reduce texture switches:
Use texture atlantes to reduce texture switches:
```kotlin
val atlas = TextureAtlas("sprites/packed.atlas")
@@ -599,7 +599,7 @@ batch.shader = null // Reset to default
## Best Practises
1. **Batch draw calls** — Group similar sprites together
2. **Use texture atlases** — Reduce texture binding overhead
2. **Use texture atlantes** — Reduce texture binding overhead
3. **Cull off-screen objects** — Don't render invisible actors
4. **Cache sprite references** — Don't recreate textures every frame
5. **Reset batch colour** — Always reset to white after tinting
@@ -620,7 +620,7 @@ batch.shader = null // Reset to default
- Texture binding issues
### Performance Issues
- Too many draw calls (use atlases)
- Too many draw calls (use atlantes)
- Large lightmap calculations
- Excessive particle count
- Missing culling