docs(10_Wiki): 위키 전체 재구성 — Topic_* 폴더를 4개 카테고리로 통합 + 대규모 중복 제거

Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를
Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류.

- 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로
  자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거,
  동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거.
- 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming,
  Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business,
  Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로,
  나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는
  title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백).
  원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지.
- 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서.
- 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는
  지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지.
- Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경.
- 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
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---
id: wiki-2026-0508-stat-injection-and-visual-render
title: Stat Injection and Visual Renderer Pipeline
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Stat Injection Pipeline, Visual Renderer Pipeline]
duplicate_of: none
source_trust_level: B
confidence_score: 0.8
verification_status: applied
tags: [game-engine, ecs, rendering-pipeline, data-flow]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: rust
framework: bevy
---
# Stat Injection and Visual Renderer Pipeline
## 매 한 줄
> **"매 simulation stats (HP, mana, status) → 매 visual layer (sprites, VFX, UI) 의 one-way injection pipeline"**. 매 game engine 의 ECS pattern + 매 render system. 매 simulation tick 의 authoritative state → 매 frame-rate-independent rendering. 2026 매 Bevy ECS, Unity DOTS, Unreal MASS 가 매 reference.
## 매 핵심
### 매 데이터 흐름
1. **Simulation tick** (fixed 60 Hz): 매 stats mutation (Damage, Heal, StatusEffect).
2. **Stat aggregation**: 매 base + buffs + equipment modifiers.
3. **Injection layer**: 매 simulation stats → 매 visual components (HealthBar, SpriteTint, ParticleEmitter).
4. **Render pipeline**: 매 cull → batch → draw call → GPU.
5. **Frame interpolation**: 매 sim tick rate 와 매 render rate 의 mismatch 의 smooth.
### 매 layers
- **Authoritative**: simulation Components (Health, Mana, Position).
- **Derived/Display**: Visual Components (DisplayHealth, FlashTimer, FloatingText).
- **Renderer**: Sprite, Mesh, Material, Shader.
- **Pipeline stages**: Update → Late Update → PostUpdate → Render.
### 매 응용
1. RPG combat — damage number 의 popup, sprite flash on hit.
2. RTS — health bar, status icon, fog-of-war overlay.
3. Action game — hit-stop, screen shake, VFX 의 trigger.
## 💻 패턴
### Bevy ECS (Rust 1.83) — stat → visual injection
```rust
use bevy::prelude::*;
#[derive(Component)] struct Health { current: f32, max: f32 }
#[derive(Component)] struct HealthBar; // visual marker
#[derive(Component)] struct DamageFlash { timer: Timer }
fn inject_health_to_bar(
actors: Query<&Health, Changed<Health>>,
mut bars: Query<(&Parent, &mut Sprite), With<HealthBar>>,
) {
for (parent, mut sprite) in bars.iter_mut() {
if let Ok(h) = actors.get(parent.get()) {
let ratio = h.current / h.max;
sprite.custom_size = Some(Vec2::new(64.0 * ratio, 6.0));
sprite.color = Color::rgb(1.0 - ratio, ratio, 0.0);
}
}
}
```
### Damage event → flash injection
```rust
#[derive(Event)] struct DamageEvent { target: Entity, amount: f32 }
fn on_damage(
mut events: EventReader<DamageEvent>,
mut commands: Commands,
mut healths: Query<&mut Health>,
) {
for ev in events.read() {
if let Ok(mut h) = healths.get_mut(ev.target) {
h.current -= ev.amount;
commands.entity(ev.target).insert(DamageFlash {
timer: Timer::from_seconds(0.15, TimerMode::Once),
});
}
}
}
fn tick_flash(
time: Res<Time>,
mut q: Query<(Entity, &mut DamageFlash, &mut Sprite)>,
mut commands: Commands,
) {
for (e, mut f, mut s) in q.iter_mut() {
f.timer.tick(time.delta());
s.color = if f.timer.finished() { Color::WHITE } else { Color::RED };
if f.timer.finished() { commands.entity(e).remove::<DamageFlash>(); }
}
}
```
### Frame interpolation (fixed sim, variable render)
```rust
#[derive(Component)] struct Transform2D { pos: Vec2 }
#[derive(Component)] struct PrevPos(Vec2);
fn interpolate_render(
fixed: Res<FixedTime>,
q: Query<(&Transform2D, &PrevPos, &mut Transform)>,
) {
let alpha = fixed.accumulated().as_secs_f32() / fixed.timestep().as_secs_f32();
for (cur, prev, mut t) in q.iter_mut() {
let p = prev.0.lerp(cur.pos, alpha);
t.translation = p.extend(t.translation.z);
}
}
```
### Render pipeline stages (Bevy schedule)
```rust
app.add_systems(FixedUpdate, (apply_damage, regen_mana))
.add_systems(Update, (inject_health_to_bar, tick_flash))
.add_systems(PostUpdate, (cull_offscreen, batch_sprites));
```
### Floating damage text
```rust
fn spawn_damage_text(mut commands: Commands, mut events: EventReader<DamageEvent>,
transforms: Query<&Transform>) {
for ev in events.read() {
let tf = transforms.get(ev.target).unwrap();
commands.spawn((
Text2dBundle { text: Text::from_section(format!("{}", ev.amount as i32),
TextStyle { font_size: 24.0, color: Color::YELLOW, ..default() }),
transform: *tf, ..default() },
FloatingText { lifetime: Timer::from_seconds(1.0, TimerMode::Once), velocity: Vec2::Y * 50.0 },
));
}
}
```
### Modifier aggregation (base + buffs + equipment)
```rust
fn aggregate_attack(
mut q: Query<(&BaseStats, &Buffs, &Equipment, &mut DerivedAttack)>,
) {
for (base, buffs, eq, mut atk) in q.iter_mut() {
let mut v = base.attack;
v += eq.iter().map(|i| i.attack_bonus).sum::<f32>();
v *= 1.0 + buffs.iter().map(|b| b.attack_mult).sum::<f32>();
atk.0 = v;
}
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Modern data-oriented engine | Bevy ECS / Unity DOTS / Unreal MASS |
| OOP legacy engine | Component pattern + observer for stat→visual |
| Multiplayer authoritative server | Server simulation, client interpolation |
| Animation-heavy | Skeletal animation system separate from stats |
**기본값**: ECS — sim Components → 매 system 의 derive Visual Components → renderer 의 read-only.
## 🔗 Graph
- 부모: [[Entity Component System]]
- Adjacent: [[Bevy]] · [[Fixed Timestep]]
## 🤖 LLM 활용
**언제**: 매 game development, 매 simulation/render decoupling, 매 ECS pipeline 의 design.
**언제 X**: 매 일반 web/backend, 매 simple tool — over-engineering.
## ❌ 안티패턴
- **Render reads sim mid-tick**: 매 tearing — 매 PostUpdate 의 inject 의 사용.
- **Visual mutates simulation**: 매 one-way 의 violation — 매 determinism 의 lost (multiplayer fatal).
- **Damage 의 main thread blocking VFX**: 매 frame drop. 매 event-driven, async.
- **Per-frame allocation**: 매 GC stutter — 매 object pool, 매 ECS의 contiguous storage.
## 🧪 검증 / 중복
- Verified (Bevy 0.14 docs 2025; Unity DOTS docs; *Game Engine Architecture* Gregory 3rd ed).
- 신뢰도 B (synthesis from multiple engine practices).
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full ECS injection pipeline with Bevy patterns |