---
title: "游戏图形与运行时"
author: "Perrin Yong"
author_profile: https://www.pystone.net/profile/
published_by: "Perrin Yong"
canonical: https://www.pystone.net/notes/game-graphics-and-runtime/
type: topic
content_role: moc
source_type: "moc"
visibility: public
id_stability: rename-stable
source_path: "10-计算机、信息技术与工程/05-游戏图形与运行时/游戏图形与运行时.md"
content_hash: bf741a80bc4664061dc36469235877c070490bbcc418afeba74c75fa99e0e3de
knowledge_version: 224c990773de.5fa8af6e39fa
site_commit: 224c990773de166d23a886306577dd90379529ce
notes_commit: 5fa8af6e39fa3891d1b9b4832bfa6c4e0ecaaf0a
---
# 游戏图形与运行时

> 此页是集合 MOC：用于建立稳定入口和反向链接。它由工具生成，不替代人工维护的主题关系。

- 上级：[计算机、信息技术与工程](https://www.pystone.net/notes/computer-information-technology-engineering/)
- 收录：208 篇笔记

## Cocos

- [Cocos-JSB](https://www.pystone.net/notes/cocos-jsb/)
- [Cocos2dx binding](https://www.pystone.net/notes/cocos2dx-binding/)
- [cocos2dx](https://www.pystone.net/notes/cocos2dx-overview/)
- [Cocos技术生态](https://www.pystone.net/notes/cocos-tech-ecosystem/)

## Unity

- [Android内存管理](https://www.pystone.net/notes/unity-android-memory-management/)
- [Animation优化](https://www.pystone.net/notes/unity-animation-optimization/)
- [Assembly Definition File & Package Manager](https://www.pystone.net/notes/unity-assembly-definition-package-manager/)
- [Atlas【图集】](https://www.pystone.net/notes/unity-atlas-sprite-atlas/)
- [Audio](https://www.pystone.net/notes/unity-audio/)
- [BatchMode](https://www.pystone.net/notes/unity-batch-mode/)
- [Camera & Screen](https://www.pystone.net/notes/unity-camera-screen/)
- [CSharp调用Java&与Android交互](https://www.pystone.net/notes/unity-csharp-call-java-android-interop/)
- [CubeMap & Skybox](https://www.pystone.net/notes/unity-cubemap-skybox/)
- [Destroy](https://www.pystone.net/notes/unity-destroy/)
- [Draw Call与Batching](https://www.pystone.net/notes/unity-draw-call-batching/)
- [DrawCall](https://www.pystone.net/notes/unity-drawcall/)
- [GPU和CPU的区别](https://www.pystone.net/notes/gpu-vs-cpu-difference/)
- [Graphics - Tier Settings & Quality Level](https://www.pystone.net/notes/unity-graphics-tier-quality-level/)
- [IL2CPP](https://www.pystone.net/notes/unity-il2cpp/)
- [IL2CPP与IL2CPP VM](https://www.pystone.net/notes/unity-il2cpp-vm/)
- [Image & Raw Image](https://www.pystone.net/notes/unity-image-raw-image/)
- [Map及其与Material、Texture的关系](https://www.pystone.net/notes/unity-map-material-texture-relationship/)
- [Material](https://www.pystone.net/notes/unity-material/)
- [Mesh in U3D](https://www.pystone.net/notes/unity-mesh/)
- [NavMesh](https://www.pystone.net/notes/unity-navmesh/)
- [Overdraw](https://www.pystone.net/notes/unity-overdraw/)
- [ScriptableObject](https://www.pystone.net/notes/unity-scriptable-object/)
- [Skinned Mesh Renderer](https://www.pystone.net/notes/unity-skinned-mesh-renderer/)
- [U3D资源优化知识点汇总](https://www.pystone.net/notes/unity-asset-optimization-summary/)
- [UGUI](https://www.pystone.net/notes/unity-ugui/)
- [Unity Native Programming【C#与C++互相调用】](https://www.pystone.net/notes/unity-native-programming-csharp-cpp-interop/)
- [Unity Profiler](https://www.pystone.net/notes/unity-profiler/)
- [Unity、Mono与.NET的关系](https://www.pystone.net/notes/unity-mono-il2cpp-dotnet-relationship/)
- [Unity与C#预处理指令](https://www.pystone.net/notes/unity-csharp-preprocessor-directives/)
- [Unity中Culling相关技术](https://www.pystone.net/notes/unity-culling-techniques/)
- [Unity中的Texture相关知识](https://www.pystone.net/notes/unity-texture-knowledge/)
- [Unity中的路径获取](https://www.pystone.net/notes/unity-path-retrieval/)
- [Unity场景管理和切换](https://www.pystone.net/notes/unity-scene-management/)
- [Unity渲染相关API](https://www.pystone.net/notes/unity-rendering-api/)
- [Unity的架构](https://www.pystone.net/notes/unity-engine-architecture/)
- [Unity的渲染顺序](https://www.pystone.net/notes/unity-rendering-order/)
- [Unity项目Android调试过程](https://www.pystone.net/notes/unity-android-debug-workflow/)
- [UPM自定义资源包及相关规范](https://www.pystone.net/notes/unity-upm-custom-package/)
- [Windows与MacOS在U3D项目中的使用](https://www.pystone.net/notes/unity-windows-macos-cross-platform/)
- [“游戏程序员核心竞争力”问题总结](https://www.pystone.net/notes/game-programmer-core-competency/)
- [【Editor Extension】IMGUI](https://www.pystone.net/notes/unity-editor-extension-imgui/)
- [【内存】PSS内存组成](https://www.pystone.net/notes/android-pss-memory-analysis/)
- [【内存】Unity内存组成](https://www.pystone.net/notes/unity-memory-composition/)
- [【内存】内存底层深入](https://www.pystone.net/notes/memory-internals-deep-dive/)
- [【动画】Unity动画系统](https://www.pystone.net/notes/unity-animation-system/)
- [【资源】Asset Bundle](https://www.pystone.net/notes/unity-asset-bundle/)
- [【转载】RenderTexture及其用途](https://www.pystone.net/notes/unity-render-texture-usage/)
- [从Enumerator到StartCoroutine底层分析](https://www.pystone.net/notes/unity-enumerator-coroutine-internals/)
- [关于脚本的生命周期、函数的执行顺序](https://www.pystone.net/notes/unity-script-lifecycle-execution-order/)
- [小知识点与小工具](https://www.pystone.net/notes/unity-tips-and-tools/)
- [序列化与反序列化](https://www.pystone.net/notes/unity-serialization-deserialization/)
- [强哥UI课](https://www.pystone.net/notes/unity-ui-course-notes/)
- [研究Unity引擎的技巧](https://www.pystone.net/notes/unity-engine-research-tips/)
- [编辑器扩展](https://www.pystone.net/notes/unity-editor-extension/)
- [获取场景点数和面数](https://www.pystone.net/notes/unity-get-scene-vertices-faces/)
- [资源与内存【加载、卸载、Destroy】](https://www.pystone.net/notes/unity-asset-memory-load-unload/)
- [资源路径与文件加载](https://www.pystone.net/notes/unity-asset-path-file-loading/)

## Unreal

- [Build - UE CI](https://www.pystone.net/notes/ue-ci-build/)
- [Build - Unreal Build System](https://www.pystone.net/notes/unreal-build-system/)
- [UDIM贴图](https://www.pystone.net/notes/ue-udim-texture/)
- [UE 移动设备调试](https://www.pystone.net/notes/ue-mobile-device-debug/)
- [UE二进制插件兼容问题及其延申](https://www.pystone.net/notes/ue-binary-plugin-compatibility/)
- [UI方案](https://www.pystone.net/notes/unreal-ui-solution/)
- [Unity-Unreal](https://www.pystone.net/notes/unity-vs-unreal/)
- [Unreal C++](https://www.pystone.net/notes/unreal-cpp/)
- [Unreal c++常见问题](https://www.pystone.net/notes/unreal-cpp-common-issues/)
- [Unreal Plugin多个模块开发与编译](https://www.pystone.net/notes/unreal-plugin-multi-module-build/)
- [Unreal入门路线](https://www.pystone.net/notes/unreal-getting-started/)
- [Unreal学习与拓展规划](https://www.pystone.net/notes/unreal-learning-roadmap/)
- [Unreal插件开发](https://www.pystone.net/notes/unreal-plugin-development/)
- [Unreal资源管理](https://www.pystone.net/notes/unreal-asset-management/)
- [【TODO】解决困惑-Actor与component关系](https://www.pystone.net/notes/unreal-actor-component-relationship/)
- [常见问题](https://www.pystone.net/notes/unreal-common-issues/)

## WebGL

- [Cocos Engine 技术](https://www.pystone.net/notes/cocos-engine-tech/)
- [Emscripten-C++到WebAssembly编译机制](https://www.pystone.net/notes/emscripten-cpp-to-wasm-mechanism/)
- [Emscripten-C++编译流程](https://www.pystone.net/notes/emscripten-cpp-compile-workflow/)
- [H5 WebGL 应用技术框架差异](https://www.pystone.net/notes/h5-webgl-framework-comparison/)
- [JavaScript & TypeScript](https://www.pystone.net/notes/javascript-typescript-overview/)
- [JavaScriptCpp互操作深入-JSB](https://www.pystone.net/notes/javascript-cpp-interop-jsb/)
- [JavaScript（From CSharp）](https://www.pystone.net/notes/javascript-for-csharp-developers/)
- [P1 WebGL生态地图与核心API](https://www.pystone.net/notes/webgl-ecosystem-core-api/)
- [P2 Three & Babylon](https://www.pystone.net/notes/webgl-threejs-babylonjs-overview/)
- [P3 Unity3D WebGL](https://www.pystone.net/notes/unity3d-webgl-overview/)
- [Unity WebGL 中 CSharp ↔ JavaScript ↔ Native 互操作-底层运行全剖析](https://www.pystone.net/notes/unity-webgl-csharp-js-native-interop-internals/)
- [Unity WebGL 中 CSharp ↔ JavaScript ↔ Native 互操作编写方法](https://www.pystone.net/notes/unity-webgl-csharp-js-native-interop-guide/)
- [Unity WebGL 中 JavaScript层调用 C++ 接口](https://www.pystone.net/notes/unity-webgl-js-call-cpp-interface/)
- [Unity3D WebGL 框架全景](https://www.pystone.net/notes/unity3d-webgl-framework-panorama/)
- [WebGL 应用与微信小游戏运行时架构、内存组成和分析方法](https://www.pystone.net/notes/webgl-wechat-minigame-runtime-memory-analysis/)
- [WebGL及Unity3D WebGL框架速览](https://www.pystone.net/notes/webgl-unity3d-framework-quick-reference/)
- [WebGL应用-wasm与javascript互操作原理浅谈](https://www.pystone.net/notes/webgl-wasm-js-interop-principles/)
- [WebGL应用-wasm与javascript互操作底层实现](https://www.pystone.net/notes/webgl-wasm-js-interop-implementation/)
- [WebGL应用-Wasm加载使用原理](https://www.pystone.net/notes/webgl-wasm-loading-usage/)
- [WebGL应用平台能力接口](https://www.pystone.net/notes/webgl-platform-capability-api/)
- [WebGL应用框架深入-WebAssembly编译与运行时框架](https://www.pystone.net/notes/webgl-wasm-compile-runtime-framework/)
- [WebGL浏览器前端HTTP请求与跨域资源共享问题](https://www.pystone.net/notes/webgl-browser-http-cors-issues/)
- [WebGL浏览器平台文件系统](https://www.pystone.net/notes/webgl-browser-filesystem/)
- [Web开发中的CORS](https://www.pystone.net/notes/web-cors-explained/)
- [Web生态相关技术](https://www.pystone.net/notes/web-ecosystem-technologies/)
- [关于多线程问题](https://www.pystone.net/notes/webgl-multithreading-issues/)
- [关于微信小游戏与小程序框架的差异](https://www.pystone.net/notes/wechat-minigame-vs-miniprogram-framework-diff/)
- [底层深入-WebGL应用运行时环境（渲染+逻辑）](https://www.pystone.net/notes/webgl-runtime-environment-render-logic/)
- [底层深入-WebGL应用逻辑运行时（JavaScript与WebAssembly）](https://www.pystone.net/notes/webgl-logic-runtime-js-wasm/)
- [底层深入-什么是 运行时](https://www.pystone.net/notes/what-is-runtime/)
- [微信小游戏开发](https://www.pystone.net/notes/wechat-minigame-development/)

## 我的UWA问答

- [2020-06-13 - Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？](https://www.pystone.net/notes/uwa-answer-unity-ios-texture-compression-executable/)
- [2020-06-13 - unity自身GC和.net的GC如何协调工作的](https://www.pystone.net/notes/uwa-answer-unity-and-dotnet-garbage-collection/)
- [2020-06-13 - 使用Unity的Profile工具查看内存问题，上面有个save按钮，保存后是一个.data结尾的文件。请问这个文件怎么查看呢？怎么打开](https://www.pystone.net/notes/uwa-answer-open-unity-profiler-data-file/)
- [2020-06-18 - Newtonsoft Json反序列化耗时太长](https://www.pystone.net/notes/uwa-answer-newtonsoft-json-deserialization-performance/)
- [2020-06-23 - unity纹理旋转造成的锯齿](https://www.pystone.net/notes/uwa-answer-rotated-texture-aliasing/)
- [2020-09-05 - unity的颜色线性空间下randTexture单个像素的色值大于shader的输出值的困惑](https://www.pystone.net/notes/uwa-answer-linear-color-space-render-texture-value/)
- [2020-11-05 - 贴图Alpha通道的对图片大小的影响](https://www.pystone.net/notes/uwa-answer-alpha-channel-image-size/)
- [2020-12-04 - 本地资源检测，特效检测中overdraw相关问题](https://www.pystone.net/notes/uwa-answer-effect-overdraw-in-local-resource-check/)
- [2021-02-21 - 没有引用内置shader情况下shaderlab占用仍较大](https://www.pystone.net/notes/uwa-answer-shaderlab-memory-without-built-in-shaders/)
- [2021-02-22 - 在某些安卓机型上出现画面抽搐的现象](https://www.pystone.net/notes/uwa-answer-android-visual-jitter/)
- [2021-02-23 - 线性空间 动作文件控制材质球颜色失真问题](https://www.pystone.net/notes/uwa-answer-linear-color-space-animation-material-color/)
- [2021-03-05 - Profiler Detailed内存中NotSaved-AssetBundles和Other-SerializedFile有什么区别](https://www.pystone.net/notes/uwa-answer-profiler-asset-bundles-serialized-file-memory/)
- [2021-03-09 - 倾斜视角的透视相机算3d空间里的物体对应屏幕边界](https://www.pystone.net/notes/uwa-answer-perspective-camera-screen-boundary/)
- [2021-03-10 - Unity Jobsystem问题](https://www.pystone.net/notes/uwa-answer-unity-job-system-issue/)
- [2021-03-17 - lightmap 在内存中有重复加载](https://www.pystone.net/notes/uwa-answer-duplicate-lightmap-memory-loading/)
- [2021-03-17 - Unity内存如何在退出时释放](https://www.pystone.net/notes/uwa-answer-release-unity-memory-on-exit/)
- [2021-03-18 - 想要实现网格线的效果，但是远处的线会花，是什么原因？](https://www.pystone.net/notes/uwa-answer-distant-grid-line-aliasing/)
- [2021-03-23 - 关于AssetBundle加载方式的适用环境](https://www.pystone.net/notes/uwa-answer-asset-bundle-loading-methods/)
- [2021-03-24 - Shader Graph做的Shader，属性值都是随机的比如_basecolor这种，怎么赋值呢](https://www.pystone.net/notes/uwa-answer-set-shader-graph-generated-properties/)
- [2021-03-24 - 为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK](https://www.pystone.net/notes/uwa-answer-astc-apk-larger-than-etc2/)
- [2021-03-26 - 如何优化UI中大量使用SetActive(true)-(false)](https://www.pystone.net/notes/uwa-answer-optimize-frequent-set-active-ui/)
- [2021-04-09 - TMP文字一运行渲染位置会向下偏移，postion没有变化，稍微动一下就会恢复正常，怎么回事？](https://www.pystone.net/notes/uwa-answer-text-mesh-pro-position-offset/)
- [2021-04-09 - Unity 3D场景UI被打断合批的原因？](https://www.pystone.net/notes/uwa-answer-unity-world-space-ui-batching-break/)
- [2021-04-14 - Unity editor模式不运行游戏的情况下，内存加载的图片导致游戏图集加载错误](https://www.pystone.net/notes/uwa-answer-editor-loaded-texture-atlas-conflict/)
- [2021-04-23 - URP的BRDF计算的疑惑，与论文中的公式不一样？](https://www.pystone.net/notes/uwa-answer-urp-brdf-formula-difference/)
- [2021-04-27 - Profiler中的JobAlloc.Overflow的占用是什么原因呢？](https://www.pystone.net/notes/uwa-answer-profiler-job-alloc-overflow/)
- [2021-04-28 - 关于mesh占用内存的问题](https://www.pystone.net/notes/uwa-answer-mesh-memory-usage/)
- [2021-04-30 - UI在使用SpriteAtlas时的原理，以及打AB包的时候SpriteAtlas的“冗余”问题](https://www.pystone.net/notes/uwa-answer-sprite-atlas-asset-bundle-duplication/)
- [2021-05-02 - 关于Legacy动画压缩精度到3位后Unity在Rotaiton曲线中产生自动补帧的问题](https://www.pystone.net/notes/uwa-answer-legacy-animation-compression-rotation-frames/)
- [2021-05-07 - DirectoryNotFoundException- Could not find a part of the path](https://www.pystone.net/notes/uwa-answer-directory-not-found-exception/)
- [2021-05-07 - UGUI.Rendering.UpdateBatches较高](https://www.pystone.net/notes/uwa-answer-ugui-update-batches-cost/)
- [2021-05-07 - Unity宏定义问题](https://www.pystone.net/notes/uwa-answer-unity-conditional-compilation-symbols/)
- [2021-05-09 - 自己如何实现MeshRender 的效果](https://www.pystone.net/notes/uwa-answer-implement-mesh-renderer-effect/)
- [2021-05-11 - UGUI 动态加载Item DrawCall问题](https://www.pystone.net/notes/uwa-answer-ugui-dynamic-item-draw-call/)
- [2021-05-11 - 本地删除FBX的DefaultMaterial在unity重启后无效](https://www.pystone.net/notes/uwa-answer-fbx-default-material-persists-after-restart/)
- [2021-05-13 - Addressables.LoadSceneAsync 怎么获取加载进度](https://www.pystone.net/notes/uwa-answer-addressables-load-scene-progress/)
- [2021-05-13 - Unity2019或者更高版本，有没有办法把二维坐标（无y值） 转换到 NavMesh上的点。](https://www.pystone.net/notes/uwa-answer-navmesh-point-from-two-dimensional-coordinate/)
- [2021-05-13 - 游戏性能卡顿](https://www.pystone.net/notes/uwa-answer-game-performance-stutter-diagnosis/)
- [2021-05-14 - loading.checkconsistency editor only 编辑器上这个比较耗时，请问是做什么的，如何优化](https://www.pystone.net/notes/uwa-answer-loading-check-consistency-editor-cost/)
- [2021-05-14 - TimeLine 的 Internal_CreatePlayable 开销很大](https://www.pystone.net/notes/uwa-answer-timeline-internal-create-playable-cost/)
- [2021-05-18 - unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢](https://www.pystone.net/notes/uwa-answer-api-compatibility-level-net-standard/)
- [2021-05-21 - Unity2018.4上材质对贴图的冗余引用是否可以不管？](https://www.pystone.net/notes/uwa-answer-unity-material-texture-redundancy/)
- [2021-05-24 - JsonUtility.ToJson 浮点型保留小数问题](https://www.pystone.net/notes/uwa-answer-json-utility-float-precision/)
- [2021-05-26 - WorldToScreenPoint获取到的屏幕坐标异常](https://www.pystone.net/notes/uwa-answer-world-to-screen-point-invalid-coordinate/)
- [2021-05-29 - 动画状态机中AnimationState的数量过多相关问题](https://www.pystone.net/notes/uwa-answer-animation-state-count-performance/)
- [2021-06-05 - Live2D平滑渐变方案](https://www.pystone.net/notes/uwa-answer-live2d-smooth-gradient/)
- [2021-06-09 - Socket.Select的优化方法](https://www.pystone.net/notes/uwa-answer-socket-select-optimization/)
- [2021-06-28 - 关于32位进程最多能分配1.5GB，64位进程最多能分配8TB的问题](https://www.pystone.net/notes/uwa-answer-32-and-64-bit-process-address-space/)
- [2021-08-04 - c#获取的mac地址为00-00-00-00-00-0000EE是为什么](https://www.pystone.net/notes/uwa-answer-invalid-mac-address-from-csharp/)
- [2021-08-06 - Xcode Archive 内存占用 200G](https://www.pystone.net/notes/uwa-answer-xcode-archive-memory-usage/)
- [2021-08-11 - OnProcessShader回调方法，为什么同一个shader会多次回调此方法？](https://www.pystone.net/notes/uwa-answer-on-process-shader-repeated-callbacks/)
- [2021-08-13 - 关于resource.unloadasset()资源卸载疑问](https://www.pystone.net/notes/uwa-answer-resources-unload-asset-behavior/)
- [2021-08-14 - 材质球AssetBundle打包时，纹理会被冗余包含进包内](https://www.pystone.net/notes/uwa-answer-material-asset-bundle-texture-duplication/)
- [2021-08-20 - 32位的CPU下，程序使用的空间能不能超过4GB呢？](https://www.pystone.net/notes/uwa-answer-32-bit-process-over-four-gigabytes/)
- [2021-09-02 - Update中new struct对象](https://www.pystone.net/notes/uwa-answer-new-struct-in-update/)
- [2021-09-09 - SkinnedMeshRenderer的uv4存储问题](https://www.pystone.net/notes/uwa-answer-skinned-mesh-renderer-uv4-storage/)
- [2021-09-10 - 同一个material，在unity内存统计中却有多个](https://www.pystone.net/notes/uwa-answer-duplicate-materials-in-unity-memory/)
- [2021-09-30 - 关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问](https://www.pystone.net/notes/uwa-answer-animator-controller-animation-state-count/)
- [2021-11-12 - UWA本地资源检测 导入本地报错](https://www.pystone.net/notes/uwa-answer-local-resource-check-import-error/)
- [2022-06-07 - 有什么方法可以知道打包的时候的一个Shader有多少变体？](https://www.pystone.net/notes/uwa-answer-count-shader-variants-during-build/)
- [2023-02-28 - UWA Pipeline](https://www.pystone.net/notes/uwa-answer-pipeline-shell-script-chinese-content/)
- [我的UWA问答](https://www.pystone.net/notes/my-uwa-answers/)

## 渲染基础

- [GPU Instancing及其应用](https://www.pystone.net/notes/gpu-instancing-applications/)
- [Icosphere](https://www.pystone.net/notes/icosphere/)
- [LOD工具调研](https://www.pystone.net/notes/lod-tools-survey/)
- [OpenGL](https://www.pystone.net/notes/opengl-notes/)
- [Sobel operator](https://www.pystone.net/notes/sobel-operator/)
- [SRP](https://www.pystone.net/notes/unity-srp-scriptable-render-pipeline/)
- [Unity Grahpics API](https://www.pystone.net/notes/unity-graphics-api/)
- [【CG】3D数学基础](https://www.pystone.net/notes/cg-3d-math-fundamentals/)
- [【CG】Front, Back, and Other Buffers](https://www.pystone.net/notes/cg-front-back-other-buffers/)
- [【CG】GPU programming & Compute Shader](https://www.pystone.net/notes/cg-gpu-programming-compute-shader/)
- [【CG】GPU, 驱动与Graphics API](https://www.pystone.net/notes/cg-gpu-driver-graphics-api/)
- [【CG】GPU硬件架构及运行机制](https://www.pystone.net/notes/cg-gpu-hardware-architecture/)
- [【Unity Shader】ShaderLab语法](https://www.pystone.net/notes/unity-shader-shaderlab-syntax/)
- [【光照】光照探针](https://www.pystone.net/notes/rendering-light-probes/)
- [【光照】光线衰减与阴影](https://www.pystone.net/notes/rendering-light-attenuation-shadows/)
- [【光照】全局光照](https://www.pystone.net/notes/rendering-global-illumination/)
- [【光照】基础光照](https://www.pystone.net/notes/rendering-basic-lighting/)
- [【光照】渲染路径与光源类型](https://www.pystone.net/notes/rendering-paths-light-types/)
- [【转载】Mobile SoC](https://www.pystone.net/notes/mobile-soc-overview/)
- [卷积](https://www.pystone.net/notes/convolution-fundamentals/)
- [法线与法线贴图](https://www.pystone.net/notes/normals-normal-mapping/)
- [渲染基础——Render-pipeline](https://www.pystone.net/notes/rendering-pipeline-fundamentals/)
- [理解伽马校正与Unity的Gamma or Linear workflow](https://www.pystone.net/notes/gamma-correction-unity-linear-workflow/)
- [矩阵与坐标转换](https://www.pystone.net/notes/matrix-coordinate-transform/)
- [纹理滤波相关知识整理](https://www.pystone.net/notes/texture-filtering-techniques/)
- [美术术语](https://www.pystone.net/notes/cg-art-terminology/)
- [齐次坐标与坐标变换](https://www.pystone.net/notes/homogeneous-coordinates-transform/)

## 游戏性能优化

- [Linq usage & performance](https://www.pystone.net/notes/unity-linq-usage-performance/)
- [Unity性能优化全攻略](https://www.pystone.net/notes/unity-performance-optimization-complete-guide/)
- [Unity性能优化知识体系](https://www.pystone.net/notes/unity-performance-optimization-knowledge-map/)
- [【优化】Messages of Monobehaviour](https://www.pystone.net/notes/unity-monobehaviour-message-optimization/)
- [【优化】Unity内存泄露](https://www.pystone.net/notes/unity-memory-leak-optimization/)
- [【优化】Unity开发中的C#——CPU耗时优化](https://www.pystone.net/notes/unity-csharp-cpu-performance-optimization/)
- [【优化】Unity开发中的C#——内存与GC优化](https://www.pystone.net/notes/unity-csharp-memory-gc-optimization/)
- [【性能分析】Snapdragon Profiler](https://www.pystone.net/notes/snapdragon-profiler-usage/)
- [性能优化的本质是控制成本发生的频率、时机与范围](https://www.pystone.net/notes/performance-optimization-cost-frequency-scope/)
- [资源导入后处理&动画文件优化](https://www.pystone.net/notes/unity-asset-import-postprocess-animation-optimization/)
