feat: complete wikification of War Commander batch 1&2 and final grey dot cleanup

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2026-04-27 18:58:22 +09:00
parent 3424166ea2
commit 6b86b0da4c
2706 changed files with 9074 additions and 7273 deletions
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id: P-REINFORCE-AUTO-1BF809
category: "[[10_Wiki/💡 Topics/Graphics & Performance]]"
category: "10_Wiki/💡 Topics/Graphics & Performance"
confidence_score: 0.90
tags: [auto-reinforced]
last_reinforced: 2026-04-20
@@ -23,11 +23,11 @@ github_commit: "[P-Reinforce] Continuous Worker - Spatial Partitioning"
- **정책 변화:** Graphics & Performance 분야의 자동 자산화 수행.
## 🔗 지식 연결 (Graph)
- **Related Topics:** [[Frustum Culling]], [[BVH (Bounding Volume Hierarchy)]], [[Octree]], [[InstancedMesh]], [[Raycasting]]
- **Projects/Contexts:** [[three-mesh-bvh]], [[Tesseract Engine]]
- **Related Topics:** [[Frustum Culling]], BVH (Bounding Volume Hierarchy), Octree, [[InstancedMesh]], [[Raycasting]]
- **Projects/Contexts:** [[three-mesh-bvh]], Tesseract Engine
- **Contradictions/Notes:** 대규모 환경에서 레이캐스팅 및 렌더링 최적화를 위해 공간 인덱스(Spatial index)를 활용하는 것은 명확한 성능 향상을 제공하지만, 이러한 공간 분할 자료구조를 구축하고 유지하는 데에는 상당한 복잡성(non-trivial complexity)이 수반되며 구현 난이도가 높다는 개발자들의 논의가 존재합니다 [6, 9].
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*Last updated: 2026-04-19*
- Raw Source: [[00_Raw/2026-04-20/Spatial Partitioning.md]]
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