From e49221df535916baca8605d6146bd52ff44ab0fd Mon Sep 17 00:00:00 2001 From: Antigravity Agent Date: Sun, 3 May 2026 00:02:32 +0900 Subject: [PATCH] Wikify: Auto-link 118 orphaned topics using semantic keyword matching --- ...04-21-Engine-Stability-and-Optimization.md | 4 + ...-Implementation-and-Architecture-Report.md | 7 + ...ect-Report-V11.5-Combat-and-UI-Recovery.md | 7 + ...2026-04-21-UX-Dopamine-Feedback-Upgrade.md | 4 + ...04-22_Boss_Battle_System_Implementation.md | 6 + .../Topics/2026-04-22_Boss_Spawn_Logic_Fix.md | 4 + ...-04-22_Engine_Logic_Optimization_Report.md | 8 + ..._Structure_Audit_and_Stabilization_Plan.md | 20 +++ ...al_Stylized_Casual_Magitech_Redirection.md | 9 ++ ...AC_LevelUp_Stylized_Casual_Magitech_Fix.md | 5 + ...Skybound_Nova_Burst_Icon_and_Effect_Fix.md | 6 + ...und_Particle_and_Supply_Readability_Fix.md | 5 + ...irealistic_Magitech_Fantasy_Redirection.md | 4 + ...bound_Stylized_Casual_Magitech_Art_Pack.md | 8 + ...ylized_Casual_Magitech_Ingame_Asset_Fix.md | 6 + ...ybound_Survivor_Like_Balance_Curve_Pass.md | 7 + ...acollector_Auto_Resume_After_Reauth_Fix.md | 4 + ...re_Gameplay_Rebalance_and_Purpose_Reset.md | 8 + ...p_DirectKill_and_UI_Productization_Pass.md | 4 + ...nd_HP_Scarcity_and_Module_Cache_Rewards.md | 4 + ...nvasion_Response_Stage_Difficulty_Curve.md | 4 + 10_Wiki/Topics/2026-05-01.md | 24 +++ .../2026-05-02_project-chronicle-guard.md | 10 ++ ...oject-chronicle-guard_feedback-response.md | 13 ++ ...-chronicle-guard_stage-1_implementation.md | 10 ++ ...-chronicle-guard_stage-2_implementation.md | 8 + ...nicle-guard_stage-3-to-5_implementation.md | 14 ++ ...05-02_second-brain-trace-collapsible-ui.md | 8 + ..._second-brain-trace-mode_implementation.md | 7 + .../Topics/20260428_하이마트_UIUX_회의록.md | 6 + .../20260429_스포티앤리치_개발일정_회의록.md | 5 + ...01-project-chronicle-independent-module.md | 7 + 10_Wiki/Topics/AI-driven_Test_Automation.md | 5 +- 10_Wiki/Topics/Accordion.md | 8 + 10_Wiki/Topics/Agent_Memory_Harness.md | 4 + 10_Wiki/Topics/Agile Development.md | 5 + 10_Wiki/Topics/Antigravity_Agent_System_v1.md | 6 + 10_Wiki/Topics/Architecture_Refactor.md | 7 + ...oder Representations from Transformers).md | 9 ++ ...ss-Orchestration-and-Gimmick-Management.md | 6 + 10_Wiki/Topics/Boss_Battle_Design_System.md | 7 +- .../Boss_Encounter_and_Timeline_Design.md | 6 + 10_Wiki/Topics/Bounded_Context_DDD.md | 5 +- 10_Wiki/Topics/Bulletproof React.md | 17 ++ 10_Wiki/Topics/Bundle Size Optimization.md | 11 ++ .../Topics/Campaign_and_Dual_Loop_System.md | 8 + .../Topics/Clean Code & SOLID Principles.md | 16 ++ ...ud_Native_&_Microservices_Architectures.md | 5 +- ...-System-and-Bullet-Interaction-Pipeline.md | 9 ++ 10_Wiki/Topics/Combat_Balance_Buff.md | 5 + .../Combat_Timeline_Difficulty_Scaling.md | 6 + .../ConnectAI_Core_Optimization_Plan.md | 14 ++ 10_Wiki/Topics/Core_Optimization_Plan.md | 14 ++ 10_Wiki/Topics/Datacollector-Knowledge-Hub.md | 14 ++ 10_Wiki/Topics/Debugging Methods.md | 20 +++ ...Equipment-Crafting-and-Synthesis-Engine.md | 4 + .../Equipment_Crafting_and_Synthesis_Full.md | 6 + 10_Wiki/Topics/Error Boundaries.md | 7 + .../Topics/Error_Handling_and_Stability.md | 12 ++ 10_Wiki/Topics/Frame_Type_Restoration.md | 6 + .../Frontend Observability & Logging.md | 12 ++ 10_Wiki/Topics/Frontend Scalability.md | 22 +++ 10_Wiki/Topics/Frontend System Design.md | 14 ++ .../Frontend_Governance_and_Observability.md | 17 ++ 10_Wiki/Topics/Functional_Testing.md | 5 +- 10_Wiki/Topics/GAME_SYSTEM_DESIGN_PROMPT.md | 5 + ...me-Engine-Loop-and-System-Orchestration.md | 8 + 10_Wiki/Topics/Git Branching Strategy.md | 9 ++ 10_Wiki/Topics/Git_Workflows.md | 11 ++ 10_Wiki/Topics/HUD_UI_Refinement.md | 5 + .../Topics/Himart_UIUX_Direction_20260428.md | 6 + .../Topics/Homepage_React_Best_Practices.md | 7 + 10_Wiki/Topics/IDE_Stability_Fix.md | 5 + 10_Wiki/Topics/In-Memory_Database.md | 5 +- 10_Wiki/Topics/InGame_Progression_System.md | 9 ++ 10_Wiki/Topics/Incremental_Build.md | 4 + ...-Combat-Reference-Error-Troubleshooting.md | 5 + 10_Wiki/Topics/JSX.md | 8 + 10_Wiki/Topics/Large-scale React Systems.md | 19 +++ 10_Wiki/Topics/Legacy System Migration.md | 13 ++ 10_Wiki/Topics/Lighting & Composition.md | 5 + .../Meta-Progression-and-Economy-Systems.md | 4 + 10_Wiki/Topics/Mocking_and_Testing.md | 5 +- ...odular-Weapon-Evolution-and-Skill-Trees.md | 6 + 10_Wiki/Topics/Naming Conventions.md | 11 ++ 10_Wiki/Topics/Open-Closed Principle (OCP).md | 10 ++ 10_Wiki/Topics/P-Reinforce_Skill.md | 9 ++ 10_Wiki/Topics/React Component Design.md | 16 ++ 10_Wiki/Topics/React Folder Structure.md | 12 ++ 10_Wiki/Topics/React Frontend Development.md | 20 +++ 10_Wiki/Topics/React Refactoring.md | 15 ++ 10_Wiki/Topics/React Server Components.md | 15 ++ 10_Wiki/Topics/Refactoring Techniques.md | 16 ++ 10_Wiki/Topics/Skybound-Knowledge-Hub.md | 14 ++ .../Skybound_Asset_Generation_Roadmap.md | 5 + .../Skybound_Defensive_Architecture_Reboot.md | 7 + .../Skybound_Firepower_Overclock_v1.5.md | 4 + .../Skybound_Skill_Asset_Integration.md | 4 + .../Skybound_Skill_Image_Integration.md | 4 + ...ybound_Weapon_Behavior_Engine_Migration.md | 4 + .../Topics/Software Engineering Principles.md | 13 ++ 10_Wiki/Topics/Startup Projects.md | 8 + ...-Injection-and-Visual-Renderer-Pipeline.md | 5 + .../State_Management_and_Concurrent_React.md | 15 ++ .../Tactical-Air-Drop-and-Supply-Logistics.md | 4 + 10_Wiki/Topics/Test-Driven_Development_TDD.md | 5 +- .../Topics/Visual_Feedback_Signal_Pattern.md | 5 + 10_Wiki/Topics/Vite Build Optimization.md | 11 ++ 10_Wiki/Topics/Vue_3_Reactivity_System.md | 5 +- 10_Wiki/Topics/_brief.md | 8 + 10_Wiki/Topics/_report.md | 5 + 10_Wiki/Topics/business.md | 5 + 10_Wiki/Topics/decisions.md | 4 + 10_Wiki/Topics/developer.md | 4 + 10_Wiki/Topics/researcher.md | 5 + .../system_analysis_and_improvement_plan.md | 8 + 10_Wiki/Topics/소음 역학 (Noise Dynamics).md | 5 + .../순환 신경망 및 LSTM (RNN & LSTM).md | 7 + scratch/link_orphans.py | 152 +++++++++--------- 119 files changed, 1050 insertions(+), 87 deletions(-) diff --git a/10_Wiki/Topics/2026-04-21-Engine-Stability-and-Optimization.md b/10_Wiki/Topics/2026-04-21-Engine-Stability-and-Optimization.md index 55b13fc1..3eb369dd 100644 --- a/10_Wiki/Topics/2026-04-21-Engine-Stability-and-Optimization.md +++ b/10_Wiki/Topics/2026-04-21-Engine-Stability-and-Optimization.md @@ -21,3 +21,7 @@ Skybound 엔진의 성능 저하 및 런타임 크래시 이슈에 대한 해결 --- **Status**: Resolved **Context**: Infrastructure / Performance Tuning + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Optimization]] diff --git a/10_Wiki/Topics/2026-04-21-Implementation-and-Architecture-Report.md b/10_Wiki/Topics/2026-04-21-Implementation-and-Architecture-Report.md index cf65d745..f8f43ec4 100644 --- a/10_Wiki/Topics/2026-04-21-Implementation-and-Architecture-Report.md +++ b/10_Wiki/Topics/2026-04-21-Implementation-and-Architecture-Report.md @@ -30,3 +30,10 @@ Skybound 프로젝트의 Phase 2 인프라 고도화 결과를 기록한 통합 --- **Status**: Approved (2026-04-21) **Lead**: AI 개발부장 '코다리' + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Dopamine]] +* [[_report]] +* [[_system]] diff --git a/10_Wiki/Topics/2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery.md b/10_Wiki/Topics/2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery.md index 5cf58e4c..581c939e 100644 --- a/10_Wiki/Topics/2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery.md +++ b/10_Wiki/Topics/2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery.md @@ -24,3 +24,10 @@ Skybound 프로젝트의 치명적인 결함을 복구하고 유저 인터페이 **Status**: Critical Recovery Complete **Reviewer**: AI 개발부장 '코다리' 🫡🐟 **Tags**: #Stability_QA #Dopamine_UX #Core_Logic + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Innovation]] +* [[Roadmap]] +* [[Terminology]] +* [[_report]] diff --git a/10_Wiki/Topics/2026-04-21-UX-Dopamine-Feedback-Upgrade.md b/10_Wiki/Topics/2026-04-21-UX-Dopamine-Feedback-Upgrade.md index 630f683d..669d5328 100644 --- a/10_Wiki/Topics/2026-04-21-UX-Dopamine-Feedback-Upgrade.md +++ b/10_Wiki/Topics/2026-04-21-UX-Dopamine-Feedback-Upgrade.md @@ -22,3 +22,7 @@ --- **Status**: Verified High-Dopamine Content **Category**: Game Design / User Experience + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Dopamine]] diff --git a/10_Wiki/Topics/2026-04-22_Boss_Battle_System_Implementation.md b/10_Wiki/Topics/2026-04-22_Boss_Battle_System_Implementation.md index 1b871e80..d8c25cd3 100644 --- a/10_Wiki/Topics/2026-04-22_Boss_Battle_System_Implementation.md +++ b/10_Wiki/Topics/2026-04-22_Boss_Battle_System_Implementation.md @@ -44,3 +44,9 @@ export interface BossPhase { --- **Approval Status**: 🫡 (Kodari Approved) + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Mastery]] +* [[Single_Source_of_Truth]] diff --git a/10_Wiki/Topics/2026-04-22_Boss_Spawn_Logic_Fix.md b/10_Wiki/Topics/2026-04-22_Boss_Spawn_Logic_Fix.md index 755deea1..b2edc21a 100644 --- a/10_Wiki/Topics/2026-04-22_Boss_Spawn_Logic_Fix.md +++ b/10_Wiki/Topics/2026-04-22_Boss_Spawn_Logic_Fix.md @@ -28,3 +28,7 @@ **Status**: Green (Operational) **Author**: Antigravity (AI Dev Director 'Kodari') **Date**: 2026-04-22 + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[_report]] diff --git a/10_Wiki/Topics/2026-04-22_Engine_Logic_Optimization_Report.md b/10_Wiki/Topics/2026-04-22_Engine_Logic_Optimization_Report.md index b2d09cee..ca27472a 100644 --- a/10_Wiki/Topics/2026-04-22_Engine_Logic_Optimization_Report.md +++ b/10_Wiki/Topics/2026-04-22_Engine_Logic_Optimization_Report.md @@ -37,3 +37,11 @@ Skybound의 초기 '무작위성' 중심 로직을 '의도된 연출' 중심으 --- **Last Updated:** 2026-04-22 🫡 + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Logic]] +* [[Optimization]] +* [[Physics]] +* [[_system]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan.md b/10_Wiki/Topics/2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan.md index 19c3d794..1efb31ff 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan.md @@ -123,3 +123,23 @@ The first stabilization pass was applied immediately after this raw audit. - `npm run build`: passed. - `npm run lint`: still fails due broad pre-existing lint debt, mostly `@typescript-eslint/no-explicit-any`, older helper files, and React hook lint findings. The first pass reduced the functional blockers but did not attempt a large-scale type cleanup. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-04-22_Boss_Battle_System_Implementation]] +* [[2026-04-22_Engine_Stability_Audit]] +* [[Analysis]] +* [[Architecture]] +* [[Blocking]] +* [[Campaign_and_Dual_Loop_System]] +* [[Combat-System-and-Bullet-Interaction-Pipeline]] +* [[ESLint]] +* [[Events]] +* [[Game-Engine-Loop-and-System-Orchestration]] +* [[InGame_Progression_System]] +* [[React]] +* [[Single_Source_of_Truth]] +* [[Skybound-Knowledge-Hub]] +* [[Skybound-Modular-Game-Architecture]] +* [[State]] +* [[goal]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection.md b/10_Wiki/Topics/2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection.md index f0e2bcf0..00e1fb71 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection.md @@ -147,3 +147,12 @@ npm run build ``` The build still reports that `/sprites/player.png` is left unresolved at build time, which is a Vite static asset warning and was already non-blocking. The production bundle was generated successfully. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Blocking]] +* [[Metal]] +* [[Noise]] +* [[Reports]] +* [[Scripts]] +* [[Support]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix.md b/10_Wiki/Topics/2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix.md index b5b0dbb4..4065a612 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix.md @@ -72,3 +72,8 @@ npm run build ``` The existing `/sprites/player.png` static path warning remains non-blocking. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Affordance]] +* [[Blocking]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix.md b/10_Wiki/Topics/2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix.md index 398b1e75..795df1e4 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix.md @@ -81,3 +81,9 @@ npm run build ``` The existing `/sprites/player.png` static asset warning remains non-blocking. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Behavior]] +* [[Blocking]] +* [[Scripts]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_Particle_and_Supply_Readability_Fix.md b/10_Wiki/Topics/2026-04-24-Skybound_Particle_and_Supply_Readability_Fix.md index 569b06d7..ff9e7abd 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_Particle_and_Supply_Readability_Fix.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_Particle_and_Supply_Readability_Fix.md @@ -72,3 +72,8 @@ npm run build ``` The existing `/sprites/player.png` static path warning remains non-blocking. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Affordance]] +* [[Blocking]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection.md b/10_Wiki/Topics/2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection.md index 8d84797c..8105e9c3 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection.md @@ -139,3 +139,7 @@ The next pass should replace the first cartoony art pack with a darker semireali The existing generator should be rewritten so future iterations can adjust palette, materials, and silhouettes consistently. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Metal]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack.md b/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack.md index 37d1ce9e..bf62dc5f 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack.md @@ -151,3 +151,11 @@ Second pass changes: The reproducible generator remains: `scripts/generate_magitech_assets.py` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Hardware]] +* [[Metal]] +* [[Noise]] +* [[Purpose]] +* [[Scripts]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix.md b/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix.md index bac55c32..ac910d89 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix.md @@ -100,3 +100,9 @@ npm run build ``` The build still reports the existing `/sprites/player.png` static path warning, but it remains non-blocking and the production bundle was generated successfully. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Blocking]] +* [[Reports]] +* [[Scripts]] diff --git a/10_Wiki/Topics/2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass.md b/10_Wiki/Topics/2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass.md index fd571e5a..6f790078 100644 --- a/10_Wiki/Topics/2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass.md +++ b/10_Wiki/Topics/2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass.md @@ -175,3 +175,10 @@ Recommended next playtest checks: - Do weapons feel like they clear hordes? - Do stage spikes feel earned rather than sudden? - Does TAC Level Up usually offer at least one desirable choice? + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Blocking]] +* [[Events]] +* [[Support]] +* [[Synergy]] diff --git a/10_Wiki/Topics/2026-04-25-Datacollector_Auto_Resume_After_Reauth_Fix.md b/10_Wiki/Topics/2026-04-25-Datacollector_Auto_Resume_After_Reauth_Fix.md index b540f440..941175fe 100644 --- a/10_Wiki/Topics/2026-04-25-Datacollector_Auto_Resume_After_Reauth_Fix.md +++ b/10_Wiki/Topics/2026-04-25-Datacollector_Auto_Resume_After_Reauth_Fix.md @@ -58,3 +58,7 @@ curl -sS -X POST http://127.0.0.1:3002/api/check-connection 앞으로 인증 복구나 연결 복구로 인해 `paused` 상태가 되면 앱이 NotebookLM 연결을 확인하고 자동으로 다음 큐를 이어서 실행한다. 사용자가 직접 `STOP / PAUSE`를 누른 경우는 기존처럼 `idle`로 유지되므로, 수동 정지는 자동 재개 대상이 아니다. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[React]] diff --git a/10_Wiki/Topics/2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset.md b/10_Wiki/Topics/2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset.md index ff97ef00..5ed8e240 100644 --- a/10_Wiki/Topics/2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset.md +++ b/10_Wiki/Topics/2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset.md @@ -171,3 +171,11 @@ Recommended next work: - add enemy archetypes that force movement differently - add pickup-risk zones so rewards are not free - review every skill for role identity: damage, crowd control, defense, mobility, economy + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Affordance]] +* [[Blocking]] +* [[Events]] +* [[Purpose]] +* [[State]] diff --git a/10_Wiki/Topics/2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass.md b/10_Wiki/Topics/2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass.md index b62e2118..c987f264 100644 --- a/10_Wiki/Topics/2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass.md +++ b/10_Wiki/Topics/2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass.md @@ -103,3 +103,7 @@ - 일반몹을 많이 잡아도 Tac Level이 연속 폭주하지 않는지 확인한다. - Afterburner 게이지가 회피/부스트 중 시각적으로 반응하는지 확인한다. - Hangar 장비 카드가 더 이상 빈 회색 박스처럼 보이지 않고 아이템 정보를 명확히 보여주는지 확인한다. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Storage]] diff --git a/10_Wiki/Topics/2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards.md b/10_Wiki/Topics/2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards.md index 9786b8c6..d4e7aa0d 100644 --- a/10_Wiki/Topics/2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards.md +++ b/10_Wiki/Topics/2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards.md @@ -170,3 +170,7 @@ UI 동작: - 격납고에서 캐시 stack UI가 충분히 명확한지 확인한다. - GOOD 이상 캐시 개봉 시 “뭐가 나올까” 하는 기대감이 생기는지 확인한다. - 캐시 개봉 후 모듈이 `Module Storage`에 자연스럽게 추가되는지 확인한다. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Storage]] diff --git a/10_Wiki/Topics/2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve.md b/10_Wiki/Topics/2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve.md index 70f46e40..ba6a4153 100644 --- a/10_Wiki/Topics/2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve.md +++ b/10_Wiki/Topics/2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve.md @@ -131,3 +131,7 @@ Stage 5-7은 성능과 가독성을 고려해 단순 물량만 폭증시키지 - Stage 3-4에서 혼합 편대/제압 작전으로 플레이 양상이 달라지는지 확인한다. - Stage 5 이후부터 물량 증가가 명확하게 느껴지는지 확인한다. - Stage 8이 최종 침공군답게 가장 강한 물량과 화력을 보여주는지 확인한다. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Testing]] diff --git a/10_Wiki/Topics/2026-05-01.md b/10_Wiki/Topics/2026-05-01.md index bdd2c957..19d2f3ae 100644 --- a/10_Wiki/Topics/2026-05-01.md +++ b/10_Wiki/Topics/2026-05-01.md @@ -1291,3 +1291,27 @@ if __name__ == "__main__": ## [21:09:23] 👤 **사용자** [자율 사이클 — 2026-05-01] 1인 기업 24시간 운영 중. 회사 목표·각 에이전트의 개인 목표(_agents/{id}/goal.md)·최근 의사결정·메모리를 검토해서 지금 가장 가치 있는 단일 작업 1개를 결정하고, 적절한 1~2명 에이전트에게 분배해서 실행하세요. 같은 산출물을 반복하지 마세요 — 메모리에 비슷한 항목이 24시간 내에 있으면 다른 각도로 진전시키세요. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-04-30]] +* [[AI & Data Sovereignty]] +* [[Active Learning]] +* [[Analysis]] +* [[Automated-Decision-Making]] +* [[Discriminated_Unions]] +* [[Efficiency]] +* [[Index]] +* [[Iteration]] +* [[Noise]] +* [[Optimization]] +* [[Processing]] +* [[Solution]] +* [[Strategy]] +* [[Sustainability]] +* [[Testing]] +* [[business]] +* [[developer]] +* [[goal]] +* [[researcher]] +* [[수익화 전략]] diff --git a/10_Wiki/Topics/2026-05-02_project-chronicle-guard.md b/10_Wiki/Topics/2026-05-02_project-chronicle-guard.md index 3e87de1e..4e6aa502 100644 --- a/10_Wiki/Topics/2026-05-02_project-chronicle-guard.md +++ b/10_Wiki/Topics/2026-05-02_project-chronicle-guard.md @@ -33,3 +33,13 @@ The feature should not replace code generation or existing agent execution. It s - Add a sidebar Designer control similar to existing Brain and Agent controls. - Keep the MVP file-based and Markdown-only. - Do not implement full automatic transcript capture in the first stage. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Blocking]] +* [[P-Reinforce]] +* [[Principles]] +* [[Support]] +* [[_system]] +* [[decisions]] diff --git a/10_Wiki/Topics/2026-05-02_project-chronicle-guard_feedback-response.md b/10_Wiki/Topics/2026-05-02_project-chronicle-guard_feedback-response.md index 43efbc18..3dd64d28 100644 --- a/10_Wiki/Topics/2026-05-02_project-chronicle-guard_feedback-response.md +++ b/10_Wiki/Topics/2026-05-02_project-chronicle-guard_feedback-response.md @@ -45,3 +45,16 @@ The tested response understood the broad idea, but missed key guard behaviors: ## Result Chronicle Guard should now behave less like a general ideation assistant and more like a project planning, decision, and record guard. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Behavior]] +* [[Blocking]] +* [[Index]] +* [[P-Reinforce]] +* [[Principles]] +* [[Purpose]] +* [[Testing]] +* [[_system]] +* [[decisions]] diff --git a/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-1_implementation.md b/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-1_implementation.md index 36072616..c7042224 100644 --- a/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-1_implementation.md +++ b/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-1_implementation.md @@ -54,3 +54,13 @@ The implementation uses only TypeScript, Node `fs`/`path`, and VS Code extension - Add a richer Designer panel for ADR, discussion, and retrospective creation. - Capture AI question intent more directly during the conversation flow. - Add tests for the Project Chronicle manager. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Analysis]] +* [[Architecture]] +* [[Index]] +* [[P-Reinforce]] +* [[Principles]] +* [[Purpose]] +* [[Seed]] diff --git a/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-2_implementation.md b/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-2_implementation.md index 19682234..00852dfe 100644 --- a/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-2_implementation.md +++ b/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-2_implementation.md @@ -53,3 +53,11 @@ The Designer menu can now create the MVP record types: - Add a dedicated Designer panel for editing richer record content before writing. - Add automatic conversation event capture so records can be generated with less manual input. - Add settings for default record detail level and automatic timeline behavior. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Behavior]] +* [[P-Reinforce]] +* [[Principles]] +* [[Purpose]] diff --git a/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-3-to-5_implementation.md b/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-3-to-5_implementation.md index 32c0b7eb..22a5f167 100644 --- a/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-3-to-5_implementation.md +++ b/10_Wiki/Topics/2026-05-02_project-chronicle-guard_stage-3-to-5_implementation.md @@ -48,3 +48,17 @@ The staged MVP is now functionally complete: - Enable Chronicle Guard response mode - Write all MVP record types - Browse and open generated Markdown records + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Blocking]] +* [[Browser]] +* [[Index]] +* [[P-Reinforce]] +* [[Principles]] +* [[Purpose]] +* [[State]] +* [[Support]] +* [[_system]] +* [[decisions]] diff --git a/10_Wiki/Topics/2026-05-02_second-brain-trace-collapsible-ui.md b/10_Wiki/Topics/2026-05-02_second-brain-trace-collapsible-ui.md index 72111983..2e712d5c 100644 --- a/10_Wiki/Topics/2026-05-02_second-brain-trace-collapsible-ui.md +++ b/10_Wiki/Topics/2026-05-02_second-brain-trace-collapsible-ui.md @@ -28,3 +28,11 @@ Reduce visual noise from Second Brain Trace details while keeping the evidence a ## Result Trace evidence is still available, but it no longer dominates every answer by default. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Noise]] +* [[P-Reinforce]] +* [[Principles]] +* [[Purpose]] diff --git a/10_Wiki/Topics/2026-05-02_second-brain-trace-mode_implementation.md b/10_Wiki/Topics/2026-05-02_second-brain-trace-mode_implementation.md index 5ec7ad92..6964718c 100644 --- a/10_Wiki/Topics/2026-05-02_second-brain-trace-mode_implementation.md +++ b/10_Wiki/Topics/2026-05-02_second-brain-trace-mode_implementation.md @@ -41,3 +41,10 @@ When Trace mode is on, answers can now include: - Searched but unused notes - Retrieval and grounding metrics - Optional debug JSON + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[P-Reinforce]] +* [[Principles]] +* [[Purpose]] diff --git a/10_Wiki/Topics/20260428_하이마트_UIUX_회의록.md b/10_Wiki/Topics/20260428_하이마트_UIUX_회의록.md index f2dc2a08..678ffb73 100644 --- a/10_Wiki/Topics/20260428_하이마트_UIUX_회의록.md +++ b/10_Wiki/Topics/20260428_하이마트_UIUX_회의록.md @@ -49,3 +49,9 @@ created: 2026-04-29 --- "조직이 시스템이다. 실질적인 결과물과 일정으로 증명한다." - P-Reinforce Logic 🫡🚩🐟 + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Browser]] +* [[Logic]] +* [[P-Reinforce]] diff --git a/10_Wiki/Topics/20260429_스포티앤리치_개발일정_회의록.md b/10_Wiki/Topics/20260429_스포티앤리치_개발일정_회의록.md index cf4bbb35..50eb5bcd 100644 --- a/10_Wiki/Topics/20260429_스포티앤리치_개발일정_회의록.md +++ b/10_Wiki/Topics/20260429_스포티앤리치_개발일정_회의록.md @@ -54,3 +54,8 @@ created: 2026-04-29 --- "조직이 시스템이다. 실질적인 결과물과 일정으로 증명한다." - P-Reinforce Logic 🫡🚩🐟 + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Logic]] +* [[P-Reinforce]] diff --git a/10_Wiki/Topics/ADR-0001-project-chronicle-independent-module.md b/10_Wiki/Topics/ADR-0001-project-chronicle-independent-module.md index e6c6325d..d5364295 100644 --- a/10_Wiki/Topics/ADR-0001-project-chronicle-independent-module.md +++ b/10_Wiki/Topics/ADR-0001-project-chronicle-independent-module.md @@ -33,3 +33,10 @@ Add a standalone Project Chronicle module. ## Consequences The first stage needs explicit sidebar actions to create and write records. Automatic extraction can be layered on later. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Events]] +* [[P-Reinforce]] +* [[Storage]] +* [[decisions]] diff --git a/10_Wiki/Topics/AI-driven_Test_Automation.md b/10_Wiki/Topics/AI-driven_Test_Automation.md index 8b75f302..63cb34c0 100644 --- a/10_Wiki/Topics/AI-driven_Test_Automation.md +++ b/10_Wiki/Topics/AI-driven_Test_Automation.md @@ -7,4 +7,7 @@ last_updated: 2026-05-02 --- # AI-driven Test Automation -{"status":"success","answer":"","conversation_id":"834b587d-7fde-475e-be65-acdd8529ffa3"} \ No newline at end of file +{"status":"success","answer":"","conversation_id":"834b587d-7fde-475e-be65-acdd8529ffa3"} +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Test_Automation]] diff --git a/10_Wiki/Topics/Accordion.md b/10_Wiki/Topics/Accordion.md index 9d43fc37..91cdea13 100644 --- a/10_Wiki/Topics/Accordion.md +++ b/10_Wiki/Topics/Accordion.md @@ -165,3 +165,11 @@ To enable RTL support in shadcn/ui, see the [RTL configuration guide](/docs/rtl) ## API Reference See the [Radix UI](https://www.radix-ui.com/primitives/docs/components/accordion#api-reference) documentation for more information. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Design Pattern]] +* [[Radix UI]] +* [[Reference]] +* [[Support]] +* [[shadcn-ui]] diff --git a/10_Wiki/Topics/Agent_Memory_Harness.md b/10_Wiki/Topics/Agent_Memory_Harness.md index 0c81a448..b019969c 100644 --- a/10_Wiki/Topics/Agent_Memory_Harness.md +++ b/10_Wiki/Topics/Agent_Memory_Harness.md @@ -45,3 +45,7 @@ Agent Memory Harness는 에이전트가 사용자 요청, 이전 제약, 작업 - 이미 답변된 질문을 다시 하지 말 것. - 접근 불가능한 자원은 명확히 명시할 것. - 답변이 일반론(Generic)으로 흐를 경우 최신 요청을 다시 확인할 것. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[memory]] diff --git a/10_Wiki/Topics/Agile Development.md b/10_Wiki/Topics/Agile Development.md index 9aa66b3b..aa7a114d 100644 --- a/10_Wiki/Topics/Agile Development.md +++ b/10_Wiki/Topics/Agile Development.md @@ -16,6 +16,11 @@ - **초기 설계 오버헤드**: 소규모 프로젝트에서 기능 기반 구조를 채택할 경우, 단순한 파일 유형 기반 구조보다 폴더 깊이가 깊어지고 초기 구성 비용이 증가할 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Principles]] +* [[Research]] +* [[SOLID_Principles]] + ### Related Concepts - **YAGNI**: 애자일 개발의 핵심적인 효율성 추구 원칙 (관계: 하위 실천 지침) - **Feature-Based Structure**: 애자일 팀의 독립적 협업을 돕는 아키텍처 (관계: 구조적 구현체) diff --git a/10_Wiki/Topics/Antigravity_Agent_System_v1.md b/10_Wiki/Topics/Antigravity_Agent_System_v1.md index 8663c121..4ac7d393 100644 --- a/10_Wiki/Topics/Antigravity_Agent_System_v1.md +++ b/10_Wiki/Topics/Antigravity_Agent_System_v1.md @@ -28,3 +28,9 @@ last_reinforced: 2026-04-21 - **Parent:** 10_Wiki/Management/System - **Related:** 10_Wiki/Global/Universal_Knowledge_Bridge, 10_Wiki/Projects/Skybound/HUD_UI_Refinement - **Raw Source:** 00_Raw/2026-04-21-Antigravity_Agent_System_Overhaul + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[HANDOVER]] +* [[HUD_UI_Refinement]] +* [[Management]] diff --git a/10_Wiki/Topics/Architecture_Refactor.md b/10_Wiki/Topics/Architecture_Refactor.md index 5d2e575d..f1196979 100644 --- a/10_Wiki/Topics/Architecture_Refactor.md +++ b/10_Wiki/Topics/Architecture_Refactor.md @@ -27,3 +27,10 @@ last_reinforced: 2026-04-21 - **Parent:** 10_Wiki/Projects/Skybound - **Related:** 10_Wiki/Decisions/Skybound/IDE_Stability_Fix, 10_Wiki/Decisions/Skybound/Frame_Type_Restoration - **Raw Source:** 00_Raw/2026-04-21-Skybound_Architecture_Refactor_Plan + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Frame_Type_Restoration]] +* [[IDE_Stability_Fix]] +* [[decisions]] diff --git a/10_Wiki/Topics/BERT (Bidirectional Encoder Representations from Transformers).md b/10_Wiki/Topics/BERT (Bidirectional Encoder Representations from Transformers).md index 5e91a886..83b3f8ff 100644 --- a/10_Wiki/Topics/BERT (Bidirectional Encoder Representations from Transformers).md +++ b/10_Wiki/Topics/BERT (Bidirectional Encoder Representations from Transformers).md @@ -17,6 +17,15 @@ BERT는 구글이 제안한 혁신적인 사전 학습 언어 모델로, 문장 - **자원 의존성**: 대규모 파라미터를 가진 모델이므로 사전 학습에 방대한 컴퓨팅 자원이 필요합니다 [1]. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-04-30]] +* [[Architecture]] +* [[Attention Mechanisms]] +* [[BERT]] +* [[Fine-tuning]] +* [[Transfer_Learning]] +* [[Transformers]] + - **Related Topics**: 트랜스포머 아키텍처 (Transformer Architecture, 자연어 처리 (NLP), 전이 학습 (Transfer Learning), 어텐션 메커니즘 (Attention Mechanisms - **Projects/Contexts**: 문서 유사도 판별 시스템, 개체명 인식 (NER) 모듈 diff --git a/10_Wiki/Topics/Boss-Orchestration-and-Gimmick-Management.md b/10_Wiki/Topics/Boss-Orchestration-and-Gimmick-Management.md index cc8b390d..f6839fbe 100644 --- a/10_Wiki/Topics/Boss-Orchestration-and-Gimmick-Management.md +++ b/10_Wiki/Topics/Boss-Orchestration-and-Gimmick-Management.md @@ -28,3 +28,9 @@ Skybound의 보스전은 단순한 체력 깎기가 아닌, 복합적인 기믹 --- **Status**: Managed by Skybound Protocol **Context**: Boss Engineering / Pattern Orchestration + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Management]] +* [[_system]] diff --git a/10_Wiki/Topics/Boss_Battle_Design_System.md b/10_Wiki/Topics/Boss_Battle_Design_System.md index d10395c5..4b5f4790 100644 --- a/10_Wiki/Topics/Boss_Battle_Design_System.md +++ b/10_Wiki/Topics/Boss_Battle_Design_System.md @@ -110,4 +110,9 @@ interface Pattern { ### ⚠️ 위험 요소 관리 (Hazard Integration) 보스전은 단순히 보스만 등장하는 것이 아니라, 주변 환경(Stage Environment)과의 상호작용이 필수적입니다. * 환경 장애물: 보스가 파괴 가능한 부속물(예: Stage 1의 날개 끝 포, Stage 3의 기뢰)을 생성하여 플레이어의 이동 경로를 물리적으로 차단하게 설계합니다. -* 데미지 누적 압박: Spike 이벤트를 활용하여 특정 시간대에 탄환 밀도를 폭발적으로 증가시켜, 플레이어가 '생존'에만 집중하게 만드는 구간을 배치합니다. \ No newline at end of file +* 데미지 누적 압박: Spike 이벤트를 활용하여 특정 시간대에 탄환 밀도를 폭발적으로 증가시켜, 플레이어가 '생존'에만 집중하게 만드는 구간을 배치합니다. +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Schema]] +* [[_system]] diff --git a/10_Wiki/Topics/Boss_Encounter_and_Timeline_Design.md b/10_Wiki/Topics/Boss_Encounter_and_Timeline_Design.md index 61f437d1..ede92008 100644 --- a/10_Wiki/Topics/Boss_Encounter_and_Timeline_Design.md +++ b/10_Wiki/Topics/Boss_Encounter_and_Timeline_Design.md @@ -39,3 +39,9 @@ Skybound의 전투는 '긴장감의 밀도'를 최우선으로 한다. 기존의 --- **Last Updated:** 2026-04-22 🫡 + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Logic]] +* [[Strategy]] +* [[_system]] diff --git a/10_Wiki/Topics/Bounded_Context_DDD.md b/10_Wiki/Topics/Bounded_Context_DDD.md index f138068f..de8aef22 100644 --- a/10_Wiki/Topics/Bounded_Context_DDD.md +++ b/10_Wiki/Topics/Bounded_Context_DDD.md @@ -7,4 +7,7 @@ last_updated: 2026-05-02 --- # Bounded Context (DDD) -{"status":"success","answer":"","conversation_id":"6e8eb15c-a6a8-47f0-8a5e-6eaf27283652"} \ No newline at end of file +{"status":"success","answer":"","conversation_id":"6e8eb15c-a6a8-47f0-8a5e-6eaf27283652"} +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Bounded_Context]] diff --git a/10_Wiki/Topics/Bulletproof React.md b/10_Wiki/Topics/Bulletproof React.md index e712e380..81627adc 100644 --- a/10_Wiki/Topics/Bulletproof React.md +++ b/10_Wiki/Topics/Bulletproof React.md @@ -20,6 +20,23 @@ - **오버헤드**: 매우 작은 규모의 프로젝트나 단순한 MVP 단계에서는 이러한 엄격한 분리가 오히려 과도한 보일러플레이트로 느껴질 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Boundaries]] +* [[Clean_Architecture]] +* [[Domain-Driven_Design]] +* [[ESLint]] +* [[Feature-Sliced_Design]] +* [[Frontend]] +* [[Layered_Architecture]] +* [[Management]] +* [[Monorepo]] +* [[Principles]] +* [[React]] +* [[React_Architecture]] +* [[Research]] +* [[Scalability]] + ### Related Concepts - **Feature-Based Structure**: 비즈니스 도메인 단위의 코드 응집도 향상 기법 (관계: 핵심 구현 패턴) - **Feature-Sliced Design (FSD)**: 기능 기반 구조를 더 체계화한 고급 아키텍처 방법론 (관계: 확장 발전 형태) diff --git a/10_Wiki/Topics/Bundle Size Optimization.md b/10_Wiki/Topics/Bundle Size Optimization.md index 1307f0b0..7f611758 100644 --- a/10_Wiki/Topics/Bundle Size Optimization.md +++ b/10_Wiki/Topics/Bundle Size Optimization.md @@ -22,6 +22,17 @@ Bundle Size Optimization(번들 크기 최적화)은 클라이언트로 전송 - **캐시 무효화 관리**: 청크 분할 전략이 잘못될 경우 작은 코드 수정에도 모든 벤더 청크의 해시가 변경되어 캐시 효율이 떨어질 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Code Splitting]] +* [[Core_Web_Vitals]] +* [[Hydration]] +* [[Index]] +* [[Lazy Loading]] +* [[Optimization]] +* [[React]] +* [[Research]] +* [[Rollup]] + ### Related Concepts - **Code Splitting**: 번들을 물리적으로 분리하는 구현 패턴 (관계: 실천 방법) - **Core Web Vitals**: 번들 최적화의 성공 여부를 측정하는 정량적 지표 (관계: 성능 평가) diff --git a/10_Wiki/Topics/Campaign_and_Dual_Loop_System.md b/10_Wiki/Topics/Campaign_and_Dual_Loop_System.md index 882601d8..2e6a524f 100644 --- a/10_Wiki/Topics/Campaign_and_Dual_Loop_System.md +++ b/10_Wiki/Topics/Campaign_and_Dual_Loop_System.md @@ -43,3 +43,11 @@ Skybound는 두 가지 서로 다른 성격의 플레이 루프를 유기적으 --- **Last Updated:** 2026-04-22 🫡 + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Logic]] +* [[Strategy]] +* [[Support]] +* [[_system]] diff --git a/10_Wiki/Topics/Clean Code & SOLID Principles.md b/10_Wiki/Topics/Clean Code & SOLID Principles.md index 553856d1..5647d494 100644 --- a/10_Wiki/Topics/Clean Code & SOLID Principles.md +++ b/10_Wiki/Topics/Clean Code & SOLID Principles.md @@ -21,6 +21,22 @@ Clean Code와 SOLID 원칙은 유지보수성, 가독성, 확장성을 확보하 - **오버엔지니어링의 위험**: YAGNI를 무시하고 설계한 '미래 대비용' 코드는 결국 사용되지 않는 'Dead Code'가 되어 시스템의 짐이 될 가능성이 높다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Custom_Hooks]] +* [[ESLint]] +* [[Engineering_Principles]] +* [[Feature-Sliced_Design]] +* [[Inversion]] +* [[Principles]] +* [[React]] +* [[Refactoring]] +* [[Refactoring Techniques]] +* [[Research]] +* [[Rule of Three]] +* [[SOLID_Principles]] +* [[Software Engineering Principles]] +* [[SonarQube]] + ### Related Concepts - **Component Composition**: OCP 실현의 핵심 (관계: 구현 패턴) - **Custom Hooks**: DRY 및 SRP를 위한 물리적 단위 (관계: 실천 도구) diff --git a/10_Wiki/Topics/Cloud_Native_&_Microservices_Architectures.md b/10_Wiki/Topics/Cloud_Native_&_Microservices_Architectures.md index b9345c75..84d6f70e 100644 --- a/10_Wiki/Topics/Cloud_Native_&_Microservices_Architectures.md +++ b/10_Wiki/Topics/Cloud_Native_&_Microservices_Architectures.md @@ -7,4 +7,7 @@ last_updated: 2026-05-02 --- # Cloud Native & Microservices Architectures -{"status":"success","answer":"","conversation_id":"5096659d-3dde-4808-b64b-001697e03394"} \ No newline at end of file +{"status":"success","answer":"","conversation_id":"5096659d-3dde-4808-b64b-001697e03394"} +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Cloud_Native]] diff --git a/10_Wiki/Topics/Combat-System-and-Bullet-Interaction-Pipeline.md b/10_Wiki/Topics/Combat-System-and-Bullet-Interaction-Pipeline.md index 03e96c6e..aa755a27 100644 --- a/10_Wiki/Topics/Combat-System-and-Bullet-Interaction-Pipeline.md +++ b/10_Wiki/Topics/Combat-System-and-Bullet-Interaction-Pipeline.md @@ -33,3 +33,12 @@ Skybound의 전투 시스템은 고속 탄막 처리와 정밀한 충돌 판정 --- **Status**: Managed by Skybound Protocol **Context**: Combat Engineering / Physics Pipeline + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Logic]] +* [[Physics]] +* [[Pooling]] +* [[Spatial Partitioning]] +* [[_system]] diff --git a/10_Wiki/Topics/Combat_Balance_Buff.md b/10_Wiki/Topics/Combat_Balance_Buff.md index 60cac475..17d73cbe 100644 --- a/10_Wiki/Topics/Combat_Balance_Buff.md +++ b/10_Wiki/Topics/Combat_Balance_Buff.md @@ -26,3 +26,8 @@ last_reinforced: 2026-04-21 - **Parent:** 10_Wiki/Decisions/Skybound - **Related:** 10_Wiki/Projects/Skybound/HUD_UI_Refinement - **Raw Source:** 00_Raw/2026-04-21-Skybound_Player_Combat_Buff + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[HUD_UI_Refinement]] +* [[decisions]] diff --git a/10_Wiki/Topics/Combat_Timeline_Difficulty_Scaling.md b/10_Wiki/Topics/Combat_Timeline_Difficulty_Scaling.md index e4b46db0..57be7f19 100644 --- a/10_Wiki/Topics/Combat_Timeline_Difficulty_Scaling.md +++ b/10_Wiki/Topics/Combat_Timeline_Difficulty_Scaling.md @@ -39,3 +39,9 @@ Skybound의 전투 시스템은 단순히 무작위로 적을 생성하는 것 --- **승인인**: AI 개발부장 코다리 🫡 **관련 코드**: `StageDirectorSystem.ts`, `SpawnerSystem.ts`, `CombatTimeline.ts` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Principles]] +* [[Software_Architecture]] diff --git a/10_Wiki/Topics/ConnectAI_Core_Optimization_Plan.md b/10_Wiki/Topics/ConnectAI_Core_Optimization_Plan.md index acca03c0..b1a1b6e9 100644 --- a/10_Wiki/Topics/ConnectAI_Core_Optimization_Plan.md +++ b/10_Wiki/Topics/ConnectAI_Core_Optimization_Plan.md @@ -44,3 +44,17 @@ github_commit: "initial-wikification" 1. Stage: git add . 2. Commit: `git commit -m "[P-Reinforce] Wikify ConnectAI Core Optimization Plan"` 3. Push: `git push origin main` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-05-01]] +* [[Architecture]] +* [[Brute-force]] +* [[Core_Optimization_Plan]] +* [[Observer Pattern]] +* [[Optimization]] +* [[P-Reinforce]] +* [[Performance_Optimization]] +* [[Roadmap]] +* [[Scalability]] +* [[system_analysis_and_improvement_plan]] diff --git a/10_Wiki/Topics/Core_Optimization_Plan.md b/10_Wiki/Topics/Core_Optimization_Plan.md index acca03c0..70acdbaf 100644 --- a/10_Wiki/Topics/Core_Optimization_Plan.md +++ b/10_Wiki/Topics/Core_Optimization_Plan.md @@ -44,3 +44,17 @@ github_commit: "initial-wikification" 1. Stage: git add . 2. Commit: `git commit -m "[P-Reinforce] Wikify ConnectAI Core Optimization Plan"` 3. Push: `git push origin main` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-05-01]] +* [[Architecture]] +* [[Brute-force]] +* [[ConnectAI_Core_Optimization_Plan]] +* [[Observer Pattern]] +* [[Optimization]] +* [[P-Reinforce]] +* [[Performance_Optimization]] +* [[Roadmap]] +* [[Scalability]] +* [[system_analysis_and_improvement_plan]] diff --git a/10_Wiki/Topics/Datacollector-Knowledge-Hub.md b/10_Wiki/Topics/Datacollector-Knowledge-Hub.md index 7bce95af..3c24ec99 100644 --- a/10_Wiki/Topics/Datacollector-Knowledge-Hub.md +++ b/10_Wiki/Topics/Datacollector-Knowledge-Hub.md @@ -30,3 +30,17 @@ --- **Status**: Managed by Antigravity AI + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-04-25-Datacollector_Auto_Resume_After_Reauth_Fix]] +* [[2026-04-25-Datacollector_Bridge_Connection_Refused_Run_Script_Fix]] +* [[2026-04-25-Datacollector_Codebase_Structure_Review_and_Initial_Risk_Assessment]] +* [[2026-04-25-Datacollector_Engine_Processed_Count_and_Stalled_Loop_Guard]] +* [[2026-04-25-Datacollector_Local_Wiki_Save_Only_Output_Mode]] +* [[2026-04-25-Datacollector_Mac_Windows_Launcher_Scripts]] +* [[2026-04-25-Datacollector_NotebookLM_Auth_Browser_and_Stale_Env_Cookie_Fix]] +* [[2026-04-25-Datacollector_NotebookLM_Automatic_Auth_Recovery]] +* [[2026-04-25-Datacollector_NotebookLM_Automatic_Reauth_Verification_and_Lock]] +* [[2026-04-25-Datacollector_NotebookLM_Connection_Guard_and_MCP_Restart_Fix]] +* [[2026-04-25-Datacollector_NotebookLM_Progress_Visibility_and_Auth_Diagnosis]] diff --git a/10_Wiki/Topics/Debugging Methods.md b/10_Wiki/Topics/Debugging Methods.md index cb65b167..75bd3d26 100644 --- a/10_Wiki/Topics/Debugging Methods.md +++ b/10_Wiki/Topics/Debugging Methods.md @@ -19,6 +19,26 @@ - **디버깅 도구의 제약**: React Context 등 특정 상태 관리 모델은 전용 디버깅 툴의 부재로 인해 문제 추적이 상대적으로 어렵다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Boundaries]] +* [[Chrome]] +* [[Chrome_DevTools]] +* [[Core_Web_Vitals]] +* [[Error Boundaries]] +* [[Heap Snapshot]] +* [[Lighthouse]] +* [[Observability]] +* [[React]] +* [[React Context]] +* [[Redux]] +* [[Research]] +* [[SAST]] +* [[Snapshots]] +* [[Static_Application_Security_Testing]] +* [[Testing]] +* [[WebGL]] +* [[memory]] + ### Related Concepts - **Heap Snapshots**: 자바스크립트 메모리 구조의 정적 분석 도구 (관계: 메모리 진단 핵심) - **Error Boundaries**: 런타임 에러 전파를 차단하는 선언적 격리 장치 (관계: 안정성 확보) diff --git a/10_Wiki/Topics/Equipment-Crafting-and-Synthesis-Engine.md b/10_Wiki/Topics/Equipment-Crafting-and-Synthesis-Engine.md index 6034f9f5..b4d98ef9 100644 --- a/10_Wiki/Topics/Equipment-Crafting-and-Synthesis-Engine.md +++ b/10_Wiki/Topics/Equipment-Crafting-and-Synthesis-Engine.md @@ -28,3 +28,7 @@ Skybound의 장비 시스템은 전장에서의 획득을 넘어, 기지(Hangar) **Status**: Managed by Skybound Protocol **Context**: Meta-Game Economy / Progression Engineering **Tags**: #Growth_Loop #Mechanics #Progression + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Logic]] diff --git a/10_Wiki/Topics/Equipment_Crafting_and_Synthesis_Full.md b/10_Wiki/Topics/Equipment_Crafting_and_Synthesis_Full.md index d3947d94..bfebb287 100644 --- a/10_Wiki/Topics/Equipment_Crafting_and_Synthesis_Full.md +++ b/10_Wiki/Topics/Equipment_Crafting_and_Synthesis_Full.md @@ -41,3 +41,9 @@ Skybound의 장비 시스템은 '획득'보다 '연성'과 '진화'에 초점이 --- **Last Updated:** 2026-04-22 🫡 + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Efficiency]] +* [[Management]] +* [[_system]] diff --git a/10_Wiki/Topics/Error Boundaries.md b/10_Wiki/Topics/Error Boundaries.md index 08a33f3e..890dc615 100644 --- a/10_Wiki/Topics/Error Boundaries.md +++ b/10_Wiki/Topics/Error Boundaries.md @@ -20,6 +20,13 @@ Error Boundaries는 React 컴포넌트 트리 하위에서 발생하는 JavaScri - **비동기 에러 처리의 공백**: 렌더링 에러만 포착하므로, 비동기 데이터 통신이 빈번한 현대 앱에서는 `react-error-boundary`와 같은 라이브러리를 통한 추가 처리가 필수적이다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Frontend]] +* [[JavaScript]] +* [[Observability]] +* [[React]] +* [[Research]] + ### Related Concepts - **Fallback UI**: 에러 발생 시 사용자에게 노출되는 방어적 인터페이스 (관계: 출력 결과물) - **Component Stack Traces**: 에러 발생 위치를 추적하는 런타임 정보 (관계: 디버깅 핵심 데이터) diff --git a/10_Wiki/Topics/Error_Handling_and_Stability.md b/10_Wiki/Topics/Error_Handling_and_Stability.md index 8951ea33..c23daea5 100644 --- a/10_Wiki/Topics/Error_Handling_and_Stability.md +++ b/10_Wiki/Topics/Error_Handling_and_Stability.md @@ -39,3 +39,15 @@ github_commit: "wikification-error-handling" 1. Stage: git add . 2. Commit: `git commit -m "[P-Reinforce] Wikify Frontend Error Handling and Application Stability Standard"` 3. Push: `git push origin main` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-05-01]] +* [[Boundaries]] +* [[Error Boundaries]] +* [[Frontend]] +* [[Frontend_Governance_and_Observability]] +* [[Observability]] +* [[P-Reinforce]] +* [[React]] +* [[Resilience]] diff --git a/10_Wiki/Topics/Frame_Type_Restoration.md b/10_Wiki/Topics/Frame_Type_Restoration.md index edd46ac4..e04538ba 100644 --- a/10_Wiki/Topics/Frame_Type_Restoration.md +++ b/10_Wiki/Topics/Frame_Type_Restoration.md @@ -26,3 +26,9 @@ last_reinforced: 2026-04-21 - **Parent:** 10_Wiki/Decisions/Skybound - **Related:** 10_Wiki/Projects/Skybound/Architecture_Refactor - **Raw Source:** 00_Raw/2026-04-21-Skybound_Frame_Type_Restoration + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture_Refactor]] +* [[decisions]] +* [[readonly]] diff --git a/10_Wiki/Topics/Frontend Observability & Logging.md b/10_Wiki/Topics/Frontend Observability & Logging.md index bafb7184..4fb9e162 100644 --- a/10_Wiki/Topics/Frontend Observability & Logging.md +++ b/10_Wiki/Topics/Frontend Observability & Logging.md @@ -21,6 +21,18 @@ - **설계 복잡성**: 세션 리플레이 도구 도입 시 개인정보 보호를 위한 복잡한 마스킹 규칙 설정이 운영 부담으로 작용할 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Blocking]] +* [[Boundaries]] +* [[Distributed Tracing]] +* [[Error Boundaries]] +* [[Frontend]] +* [[Observability]] +* [[Optimization]] +* [[Performance_Optimization]] +* [[Research]] +* [[Resilience]] + ### Related Concepts - **OpenTelemetry**: 벤더 종속 없는 데이터 표준 (관계: 기술 기반) - **Session Replay**: 디버깅 컨텍스트 확보 (관계: 주요 기능) diff --git a/10_Wiki/Topics/Frontend Scalability.md b/10_Wiki/Topics/Frontend Scalability.md index 3b625184..cb2243f7 100644 --- a/10_Wiki/Topics/Frontend Scalability.md +++ b/10_Wiki/Topics/Frontend Scalability.md @@ -20,6 +20,28 @@ - **과도한 추상화 경계**: 스케일링을 위해 도입한 공통 훅이나 유틸리티가 너무 범용적으로 설계될 경우, 오히려 내부 로직을 파악하기 어렵게 만드는 KISS 원칙 위배 상황을 초래할 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Code Splitting]] +* [[Context_API]] +* [[Feature-Sliced_Design]] +* [[Frontend]] +* [[Husky]] +* [[Lazy Loading]] +* [[Management]] +* [[Monorepo]] +* [[Optimization]] +* [[Performance_Optimization]] +* [[Principles]] +* [[React]] +* [[React_Performance_Optimization]] +* [[Redux]] +* [[Research]] +* [[SOLID_Principles]] +* [[Scalability]] +* [[State]] +* [[Turborepo]] + ### Related Concepts - **Feature-Sliced Design**: 확장 가능한 프론트엔드 구조의 표준 (관계: 구조적 토대) - **Code Splitting**: 번들 사이즈 최적화 필수 기술 (관계: 성능 확장 전략) diff --git a/10_Wiki/Topics/Frontend System Design.md b/10_Wiki/Topics/Frontend System Design.md index eeaf7a7d..f6730cc9 100644 --- a/10_Wiki/Topics/Frontend System Design.md +++ b/10_Wiki/Topics/Frontend System Design.md @@ -20,6 +20,20 @@ - **인지적 부하**: 아키텍처가 복잡해질수록 신규 팀원의 온보딩 비용이 증가하므로, 문서화와 자동화된 린트 규칙이 반드시 수반되어야 한다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Code Splitting]] +* [[Design_Systems]] +* [[Feature-Sliced_Design]] +* [[Frontend]] +* [[Index]] +* [[Management]] +* [[Observability]] +* [[Prop Drilling]] +* [[Redux]] +* [[Research]] +* [[State]] + ### Related Concepts - **Feature-Sliced Design**: 시스템 구조화의 핵심 방법론 (관계: 구조적 뼈대) - **State Management Architecture**: 데이터 흐름의 계층화 (관계: 혈액 순환 체계) diff --git a/10_Wiki/Topics/Frontend_Governance_and_Observability.md b/10_Wiki/Topics/Frontend_Governance_and_Observability.md index 64103a0e..06dc35d1 100644 --- a/10_Wiki/Topics/Frontend_Governance_and_Observability.md +++ b/10_Wiki/Topics/Frontend_Governance_and_Observability.md @@ -40,3 +40,20 @@ github_commit: "wikification-governance-obs" 1. Stage: git add . 2. Commit: `git commit -m "[P-Reinforce] Wikify Frontend Governance and Observability Standard"` 3. Push: `git push origin main` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-05-01]] +* [[CI-CD_Pipeline]] +* [[CI_CD]] +* [[Core_Web_Vitals]] +* [[ESLint]] +* [[Engineering_Principles]] +* [[Frontend]] +* [[Management]] +* [[Memory Management]] +* [[Observability]] +* [[P-Reinforce]] +* [[Prettier]] +* [[Principles]] +* [[memory]] diff --git a/10_Wiki/Topics/Functional_Testing.md b/10_Wiki/Topics/Functional_Testing.md index 029a0e06..53056ee2 100644 --- a/10_Wiki/Topics/Functional_Testing.md +++ b/10_Wiki/Topics/Functional_Testing.md @@ -7,4 +7,7 @@ last_updated: 2026-05-02 --- # Functional Testing -{"status":"success","answer":"","conversation_id":"3709318c-dd30-4dfc-987d-7e024ffff47c"} \ No newline at end of file +{"status":"success","answer":"","conversation_id":"3709318c-dd30-4dfc-987d-7e024ffff47c"} +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Testing]] diff --git a/10_Wiki/Topics/GAME_SYSTEM_DESIGN_PROMPT.md b/10_Wiki/Topics/GAME_SYSTEM_DESIGN_PROMPT.md index 26db81dd..924d8dea 100644 --- a/10_Wiki/Topics/GAME_SYSTEM_DESIGN_PROMPT.md +++ b/10_Wiki/Topics/GAME_SYSTEM_DESIGN_PROMPT.md @@ -74,3 +74,8 @@ ## 🎯 한 줄 정리 **"게임을 학습시키는 게 아니라, 게임을 분해해서 데이터 + 시스템으로 재구성하는 능력"**을 학습시킨다. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[MDA_Framework]] +* [[_system]] diff --git a/10_Wiki/Topics/Game-Engine-Loop-and-System-Orchestration.md b/10_Wiki/Topics/Game-Engine-Loop-and-System-Orchestration.md index ba9b53a7..c9f4a474 100644 --- a/10_Wiki/Topics/Game-Engine-Loop-and-System-Orchestration.md +++ b/10_Wiki/Topics/Game-Engine-Loop-and-System-Orchestration.md @@ -31,3 +31,11 @@ Skybound의 런타임 엔진은 효율적인 업데이트와 렌더링을 위해 --- **Status**: Managed by Skybound Protocol **Context**: Engine Engineering / Runtime Pipeline + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Index]] +* [[Logic]] +* [[React]] +* [[State]] +* [[_system]] diff --git a/10_Wiki/Topics/Git Branching Strategy.md b/10_Wiki/Topics/Git Branching Strategy.md index 903817e7..056e8ac5 100644 --- a/10_Wiki/Topics/Git Branching Strategy.md +++ b/10_Wiki/Topics/Git Branching Strategy.md @@ -21,6 +21,15 @@ Git Branching Strategy 및 협업 워크플로우는 다수의 개발자가 하 - **커밋 압축의 정보 소실**: Squash Merge는 히스토리를 깨끗하게 만들지만, 기능 브랜치 내부의 세부적인 결정 과정을 추적하기 어렵게 만들 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Git Hooks]] +* [[GitHub Actions]] +* [[GitHub Flow]] +* [[GitLab CI]] +* [[Husky]] +* [[Research]] +* [[Strategy]] + ### Related Concepts - **Pull Request (PR)**: 코드 품질의 최종 관문 (관계: 실천 프로세스) - **Conventional Commits**: 변경 이력의 표준화 (관계: 커밋 가이드라인) diff --git a/10_Wiki/Topics/Git_Workflows.md b/10_Wiki/Topics/Git_Workflows.md index d78b3133..1c242df1 100644 --- a/10_Wiki/Topics/Git_Workflows.md +++ b/10_Wiki/Topics/Git_Workflows.md @@ -41,3 +41,14 @@ github_commit: "wikification-git-workflow" 1. Stage: git add . 2. Commit: `git commit -m "[P-Reinforce] Wikify Modern Git Workflows and Branching Strategies"` 3. Push: `git push origin main` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-05-01]] +* [[Branching Strategies]] +* [[CI-CD_Pipeline]] +* [[Engineering_Principles]] +* [[Git Workflow]] +* [[GitHub Flow]] +* [[P-Reinforce]] +* [[Principles]] diff --git a/10_Wiki/Topics/HUD_UI_Refinement.md b/10_Wiki/Topics/HUD_UI_Refinement.md index b6a03c8e..259a0867 100644 --- a/10_Wiki/Topics/HUD_UI_Refinement.md +++ b/10_Wiki/Topics/HUD_UI_Refinement.md @@ -26,3 +26,8 @@ last_reinforced: 2026-04-21 - **Parent:** 10_Wiki/Projects/Skybound - **Related:** 10_Wiki/Management/System/Antigravity_Agent_System_v1 - **Raw Source:** 00_Raw/2026-04-21-Skybound_HUD_UI_Refinement + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Antigravity_Agent_System_v1]] +* [[Management]] diff --git a/10_Wiki/Topics/Himart_UIUX_Direction_20260428.md b/10_Wiki/Topics/Himart_UIUX_Direction_20260428.md index d3eee3e6..b8364f93 100644 --- a/10_Wiki/Topics/Himart_UIUX_Direction_20260428.md +++ b/10_Wiki/Topics/Himart_UIUX_Direction_20260428.md @@ -27,6 +27,12 @@ * **개발팀**: 패턴 필터링 및 48시간 자동 삭제 엔진 구축. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Browser]] +* [[Specification]] +* [[Strategy]] +* [[_report]] + * **Upstream (Strategy)**: Lotte Himart UI/UX Redefinition * **Horizontal (Related)**: Data Logging Best Practices, AI Chatbot Privacy Guidelines * **Downstream (Next Steps)**: Logging Specification v1.0, Security Review Meeting diff --git a/10_Wiki/Topics/Homepage_React_Best_Practices.md b/10_Wiki/Topics/Homepage_React_Best_Practices.md index e1c75e39..9bd7de70 100644 --- a/10_Wiki/Topics/Homepage_React_Best_Practices.md +++ b/10_Wiki/Topics/Homepage_React_Best_Practices.md @@ -27,3 +27,10 @@ This guide summarizes the best practices for building high-quality homepages and - **Atomic Commits**: Group changes by intent. - **Quality Gate**: Run linting and tests before every PR creation. - **Documentation**: Update `CHANGELOG.md` or a release doc immediately after shipping. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[CSS Modules]] +* [[Logic]] +* [[React]] +* [[Reference]] diff --git a/10_Wiki/Topics/IDE_Stability_Fix.md b/10_Wiki/Topics/IDE_Stability_Fix.md index b681fdf9..13d1ce2d 100644 --- a/10_Wiki/Topics/IDE_Stability_Fix.md +++ b/10_Wiki/Topics/IDE_Stability_Fix.md @@ -26,3 +26,8 @@ last_reinforced: 2026-04-21 - **Parent:** 10_Wiki/Decisions/Skybound - **Related:** 10_Wiki/Projects/Skybound/Architecture_Refactor - **Raw Source:** 00_Raw/2026-04-21-Skybound_IDE_Problems_Fix + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture_Refactor]] +* [[decisions]] diff --git a/10_Wiki/Topics/In-Memory_Database.md b/10_Wiki/Topics/In-Memory_Database.md index d4b40ff6..2bc7ba48 100644 --- a/10_Wiki/Topics/In-Memory_Database.md +++ b/10_Wiki/Topics/In-Memory_Database.md @@ -7,4 +7,7 @@ last_updated: 2026-05-02 --- # In-Memory Database -{"status":"success","answer":"","conversation_id":"b8fc1278-de4f-4ec3-a132-1efb49b74de4"} \ No newline at end of file +{"status":"success","answer":"","conversation_id":"b8fc1278-de4f-4ec3-a132-1efb49b74de4"} +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[memory]] diff --git a/10_Wiki/Topics/InGame_Progression_System.md b/10_Wiki/Topics/InGame_Progression_System.md index 6fe2656e..331909c1 100644 --- a/10_Wiki/Topics/InGame_Progression_System.md +++ b/10_Wiki/Topics/InGame_Progression_System.md @@ -36,3 +36,12 @@ Skybound의 인게임 성장은 EXP 수집을 통한 레벨업, 3지선다 스 --- **승인인**: AI 개발부장 코다리 🫡 **관련 코드**: `ProgressionSystem.ts`, `evolutions.ts`, `GameSceneRenderer.tsx`, `useGameEngine.ts` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Design_Patterns]] +* [[React]] +* [[Software_Architecture]] +* [[State]] +* [[Support]] diff --git a/10_Wiki/Topics/Incremental_Build.md b/10_Wiki/Topics/Incremental_Build.md index b3f42fc4..eb697e75 100644 --- a/10_Wiki/Topics/Incremental_Build.md +++ b/10_Wiki/Topics/Incremental_Build.md @@ -26,3 +26,7 @@ last_reinforced: 2026-04-21 - **Parent:** 10_Wiki/Skills/BuildSystem - **Related:** 10_Wiki/Projects/Skybound/Architecture_Refactor - **Raw Source:** 00_Raw/2026-04-21-Skybound_Incremental_Build_System + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture_Refactor]] diff --git a/10_Wiki/Topics/Issue-001-Combat-Reference-Error-Troubleshooting.md b/10_Wiki/Topics/Issue-001-Combat-Reference-Error-Troubleshooting.md index b861a042..1c2c6059 100644 --- a/10_Wiki/Topics/Issue-001-Combat-Reference-Error-Troubleshooting.md +++ b/10_Wiki/Topics/Issue-001-Combat-Reference-Error-Troubleshooting.md @@ -20,3 +20,8 @@ --- **Status**: Case Closed **Type**: Syntax Integrity / Troubleshooting + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Testing]] +* [[_system]] diff --git a/10_Wiki/Topics/JSX.md b/10_Wiki/Topics/JSX.md index a7b294ab..487c289c 100644 --- a/10_Wiki/Topics/JSX.md +++ b/10_Wiki/Topics/JSX.md @@ -19,6 +19,14 @@ JSX는 UI를 상태(state)와 속성(props)의 순수 함수로 표현하는 선 - **추상화 비용**: JSX 성능을 위해 모든 함수를 useCallback으로 감싸는 수동 최적화는 코드의 가독성을 해치고 관리 비용을 증가시키는 트레이드오프가 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Feature-Sliced_Design]] +* [[React]] +* [[React_Compiler]] +* [[Research]] +* [[State]] +* [[Virtual_DOM]] + ### Related Concepts * **Component Trees**: JSX로 조립된 UI의 논리적 구조 (관계: 핵심 데이터 모델) * **React Compiler**: JSX 렌더링 자동 최적화 엔진 (관계: 성능 개선 도구) diff --git a/10_Wiki/Topics/Large-scale React Systems.md b/10_Wiki/Topics/Large-scale React Systems.md index 37a439f6..3863c84f 100644 --- a/10_Wiki/Topics/Large-scale React Systems.md +++ b/10_Wiki/Topics/Large-scale React Systems.md @@ -20,6 +20,25 @@ - **도구 비대화**: 강력한 모니터링 및 상태 관리 도구들의 도입은 그 자체로 번들 사이즈를 키우는 요인이 되므로 샘플링과 최적화된 임포트 전략이 수반되어야 한다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Boundaries]] +* [[ESLint]] +* [[Error Boundaries]] +* [[Feature-Sliced_Design]] +* [[Index]] +* [[Management]] +* [[Monorepo]] +* [[React]] +* [[React_Compiler]] +* [[Research]] +* [[Resilience]] +* [[SaaS]] +* [[State]] +* [[Testing]] +* [[Turborepo]] +* [[Visual Regression Testing]] + ### Related Concepts - **Feature-Sliced Design**: 대규모 시스템의 구조적 뼈대 (관계: 핵심 아키텍처) - **React Compiler**: 차세대 성능 최적화 엔진 (관계: 성능 보장 장치) diff --git a/10_Wiki/Topics/Legacy System Migration.md b/10_Wiki/Topics/Legacy System Migration.md index f38c9703..a2bf652c 100644 --- a/10_Wiki/Topics/Legacy System Migration.md +++ b/10_Wiki/Topics/Legacy System Migration.md @@ -21,6 +21,19 @@ - **기술 부채의 잔존**: 부분적인 마이그레이션이 중단될 경우, 오히려 시스템이 더 파편화된 상태로 남게 될 위험이 있으므로 명확한 마이그레이션 로드맵이 필요하다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[JavaScript]] +* [[Management]] +* [[React]] +* [[Redux]] +* [[Refactoring]] +* [[Research]] +* [[Software_Architecture]] +* [[State]] +* [[Technical_Debt]] +* [[Testing]] + ### Related Concepts - **Incremental Migration**: 리스크 최소화를 위한 단계적 전환 기법 (관계: 핵심 전략) - **State Management Architecture**: 레거시 전환의 가장 빈번한 대상 (관계: 주요 마이그레이션 영역) diff --git a/10_Wiki/Topics/Lighting & Composition.md b/10_Wiki/Topics/Lighting & Composition.md index 1dc79857..7733c38b 100644 --- a/10_Wiki/Topics/Lighting & Composition.md +++ b/10_Wiki/Topics/Lighting & Composition.md @@ -3,3 +3,8 @@ I am now delving into diverse compositional techniques like bird's eye and worm's eye views, low and high angles, and Dutch angles, along with over-the-shoulder perspectives. I'm also examining how lens choices (85mm, 50mm, 35mm, macro, tilt-shift, fisheye) influence the final image. I'm noting the impact of shallow depth of field, emphasizing visual focus, along with elements like symmetry, negative space, the rule of thirds, and centered compositions. I am considering these in the Korean report. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Shift]] +* [[_report]] diff --git a/10_Wiki/Topics/Meta-Progression-and-Economy-Systems.md b/10_Wiki/Topics/Meta-Progression-and-Economy-Systems.md index e2a6a098..05f6cee1 100644 --- a/10_Wiki/Topics/Meta-Progression-and-Economy-Systems.md +++ b/10_Wiki/Topics/Meta-Progression-and-Economy-Systems.md @@ -28,3 +28,7 @@ Skybound의 성장은 단일 세션의 전투를 넘어, 영구적인 능력치 --- **Status**: Managed by Skybound Protocol **Context**: Economy / Meta-Progression / Stat Injection + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[_system]] diff --git a/10_Wiki/Topics/Mocking_and_Testing.md b/10_Wiki/Topics/Mocking_and_Testing.md index 2d559ab2..c3f6b93c 100644 --- a/10_Wiki/Topics/Mocking_and_Testing.md +++ b/10_Wiki/Topics/Mocking_and_Testing.md @@ -7,4 +7,7 @@ last_updated: 2026-05-02 --- # Mocking and Testing -{"status":"success","answer":"","conversation_id":"c604162e-40d8-48f3-960e-431058ac0a13"} \ No newline at end of file +{"status":"success","answer":"","conversation_id":"c604162e-40d8-48f3-960e-431058ac0a13"} +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Testing]] diff --git a/10_Wiki/Topics/Modular-Weapon-Evolution-and-Skill-Trees.md b/10_Wiki/Topics/Modular-Weapon-Evolution-and-Skill-Trees.md index 226e1257..e774d5be 100644 --- a/10_Wiki/Topics/Modular-Weapon-Evolution-and-Skill-Trees.md +++ b/10_Wiki/Topics/Modular-Weapon-Evolution-and-Skill-Trees.md @@ -35,3 +35,9 @@ Active Weapon의 성능을 간접적으로 강화하거나 진화의 트리거 --- **Status**: Managed by Skybound Protocol **Context**: Progression System / Weapon Engineering + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Logic]] +* [[State]] +* [[_system]] diff --git a/10_Wiki/Topics/Naming Conventions.md b/10_Wiki/Topics/Naming Conventions.md index cd983d57..f1056891 100644 --- a/10_Wiki/Topics/Naming Conventions.md +++ b/10_Wiki/Topics/Naming Conventions.md @@ -24,6 +24,17 @@ Naming Conventions(명명 규칙)은 코드의 가독성, 유지보수성, 그 - **프레임워크 제약**: 사용 중인 프레임워크(예: Next.js)의 예약어 규칙이 팀의 컨벤션과 충돌할 경우, 프레임워크의 규칙을 우선시해야 시스템 오류를 방지할 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Abstract_Syntax_Tree]] +* [[Branching Strategies]] +* [[ESLint]] +* [[Feature-Sliced_Design]] +* [[JavaScript]] +* [[Next.js]] +* [[Prettier]] +* [[React]] +* [[Research]] + ### Related Concepts - **kebab-case**: 파일 시스템 호환성을 위한 소문자-하이픈 조합 (관계: 물리적 저장 표준) - **Conventional Commits**: 변경 이력 가독성을 위한 표준 (관계: 협업 워크플로우 규칙) diff --git a/10_Wiki/Topics/Open-Closed Principle (OCP).md b/10_Wiki/Topics/Open-Closed Principle (OCP).md index 461a7a2e..985c1e8b 100644 --- a/10_Wiki/Topics/Open-Closed Principle (OCP).md +++ b/10_Wiki/Topics/Open-Closed Principle (OCP).md @@ -19,6 +19,16 @@ - **초기 설계 비용**: 확장을 고려한 인터페이스 설계는 초기 개발 시간을 더 많이 소요하게 만들며, 미래에 발생하지 않을 확장을 대비하는 YAGNI 위반 가능성이 존재한다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[CSS-in-JS]] +* [[Inversion]] +* [[Principles]] +* [[Prop Drilling]] +* [[Render_Props]] +* [[Research]] +* [[SOLID_Principles]] +* [[Strategy]] + ### Related Concepts - **Component Composition**: OCP를 실현하는 React의 핵심 기술 (관계: 실천 방법) - **SOLID Principles**: OCP를 포함한 5대 설계 원칙 (관계: 상위 철학) diff --git a/10_Wiki/Topics/P-Reinforce_Skill.md b/10_Wiki/Topics/P-Reinforce_Skill.md index 78e843da..c831c24d 100644 --- a/10_Wiki/Topics/P-Reinforce_Skill.md +++ b/10_Wiki/Topics/P-Reinforce_Skill.md @@ -70,3 +70,12 @@ github_commit: "{{commit_hash}}" 1. Stage: git add . 2. Commit: `git commit -m "[P-Reinforce] {{Action_Summary}}"` 3. Push: `git push origin main` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Knowledge synthesis]] +* [[Logic]] +* [[P-Reinforce]] +* [[Refactoring]] +* [[State]] +* [[decisions]] diff --git a/10_Wiki/Topics/React Component Design.md b/10_Wiki/Topics/React Component Design.md index 078ad918..482921b1 100644 --- a/10_Wiki/Topics/React Component Design.md +++ b/10_Wiki/Topics/React Component Design.md @@ -23,6 +23,22 @@ React Component Design은 인터페이스 요소를 구조화하여 확장성, - **설계 시간 비용**: 확장을 고려한 OCP 설계는 초기 개발 시간을 증가시키며, 실제로 발생하지 않을 확장을 대비하는 과잉 엔지니어링(YAGNI 위반)이 될 위험이 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Atomic Design]] +* [[Boundaries]] +* [[Custom_Hooks]] +* [[Design_Systems]] +* [[Error Boundaries]] +* [[Feature-Sliced_Design]] +* [[Principles]] +* [[Prop Drilling]] +* [[React]] +* [[React Server Components]] +* [[Research]] +* [[SOLID_Principles]] +* [[Separation_of_Concerns]] +* [[Server Components]] + ### Related Concepts - **SOLID Principles**: 고품질 컴포넌트 설계의 기준 (관계: 설계 원칙) - **Custom Hooks**: 로직 분리와 재사용의 핵심 도구 (관계: 실천 수단) diff --git a/10_Wiki/Topics/React Folder Structure.md b/10_Wiki/Topics/React Folder Structure.md index 55c31f0f..27580d04 100644 --- a/10_Wiki/Topics/React Folder Structure.md +++ b/10_Wiki/Topics/React Folder Structure.md @@ -23,6 +23,18 @@ React 폴더 구조는 애플리케이션의 디렉터리와 파일을 체계적 - **학습 곡선**: 새로운 팀원이 복잡한 계층 구조를 이해하고 올바른 위치에 코드를 작성하기까지 온보딩 시간이 소요된다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[ESLint]] +* [[Feature-Sliced_Design]] +* [[Frontend]] +* [[Index]] +* [[Management]] +* [[Naming Conventions]] +* [[React]] +* [[Research]] +* [[Separation_of_Concerns]] +* [[State]] + ### Related Concepts - **Feature-Sliced Design (FSD)**: 대규모 시스템 구조화의 표준 (관계: 상위 아키텍처) - **Separation of Concerns**: 폴더 분리의 근본적 철학 (관계: 설계 원리) diff --git a/10_Wiki/Topics/React Frontend Development.md b/10_Wiki/Topics/React Frontend Development.md index ce2d3c3a..06d93ff3 100644 --- a/10_Wiki/Topics/React Frontend Development.md +++ b/10_Wiki/Topics/React Frontend Development.md @@ -20,6 +20,26 @@ React 프론트엔드 개발은 컴포넌트 기반 아키텍처를 통해 현 - **규격화의 인지적 비용**: 엄격한 네이밍 규칙과 아키텍처는 신규 개발자의 온보딩을 어렵게 만들 수 있으므로, 자동화된 린트 규칙과 문서화가 필수적이다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Accessibility]] +* [[Architecture]] +* [[Boundaries]] +* [[Code Splitting]] +* [[Concurrent_Rendering]] +* [[Core_Web_Vitals]] +* [[Error Boundaries]] +* [[Feature-Sliced_Design]] +* [[Frontend]] +* [[Frontend Observability & Logging]] +* [[Hydration]] +* [[Observability]] +* [[Optimization]] +* [[React]] +* [[React_Compiler]] +* [[Research]] +* [[SaaS]] +* [[Vite Build Optimization]] + ### Related Concepts - **Feature-Sliced Design (FSD)**: 확장 가능한 구조 설계 방법론 (관계: 구조적 가이드라인) - **Zustand & TanStack Query**: 성능 중심의 상태 관리 전략 (관계: 데이터 레이어 도구) diff --git a/10_Wiki/Topics/React Refactoring.md b/10_Wiki/Topics/React Refactoring.md index 0e250f3a..2175c9c1 100644 --- a/10_Wiki/Topics/React Refactoring.md +++ b/10_Wiki/Topics/React Refactoring.md @@ -20,6 +20,21 @@ React Refactoring은 기존 애플리케이션의 외부 동작을 유지하면 - **리팩토링 비용**: 당장의 기능 개발보다 시간이 많이 소요될 수 있으므로, 비즈니스 가치와 우선순위를 고려한 리팩토링 범위 설정이 중요하다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Custom_Hooks]] +* [[Frontend]] +* [[JavaScript]] +* [[Legacy System Migration]] +* [[Observability]] +* [[Principles]] +* [[React]] +* [[Redux]] +* [[Refactoring]] +* [[Research]] +* [[SOLID_Principles]] +* [[Testing]] +* [[_system]] + ### Related Concepts - **Custom Hooks**: 로직 분리의 핵심 단위 (관계: 실천 도구) - **SOLID Principles**: 구조 개선의 설계 기준 (관계: 이론적 근거) diff --git a/10_Wiki/Topics/React Server Components.md b/10_Wiki/Topics/React Server Components.md index e6dc215b..8dd21214 100644 --- a/10_Wiki/Topics/React Server Components.md +++ b/10_Wiki/Topics/React Server Components.md @@ -18,6 +18,21 @@ React Server Components(RSC)는 서버에서만 실행되어 클라이언트로 - **구조적 복잡성**: 서버와 클라이언트 컴포넌트 간의 경계 설계 및 데이터 직렬화(Serialization) 이슈를 관리해야 하는 설계적 부담이 존재한다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Blocking]] +* [[CSS-in-JS]] +* [[Client Components]] +* [[Code Splitting]] +* [[Core_Web_Vitals]] +* [[Edge_Computing]] +* [[Hydration]] +* [[Next.js]] +* [[Next.js_App_Router]] +* [[Optimization]] +* [[React]] +* [[Research]] +* [[Server Components]] + ### Related Concepts - **Next.js App Router**: RSC의 표준 구현체 (관계: 구동 환경) - **Hydration**: RSC를 통해 비용을 절감하고자 하는 대상 과정 (관계: 최적화 목표) diff --git a/10_Wiki/Topics/Refactoring Techniques.md b/10_Wiki/Topics/Refactoring Techniques.md index fd2c4711..0c8ca8c3 100644 --- a/10_Wiki/Topics/Refactoring Techniques.md +++ b/10_Wiki/Topics/Refactoring Techniques.md @@ -19,6 +19,22 @@ - **마이그레이션 중단의 위험**: 부분적인 리팩토링이 완료되지 않고 중단될 경우, 시스템 내에 두 가지 이상의 서로 다른 패턴이 혼재되어 유지보수 난이도가 상승할 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Custom_Hooks]] +* [[ESLint]] +* [[Engineering_Principles]] +* [[Management]] +* [[Prettier]] +* [[Principles]] +* [[React]] +* [[Redux]] +* [[Refactoring]] +* [[Research]] +* [[Software Engineering Principles]] +* [[State]] +* [[Technical_Debt]] +* [[Testing]] + ### Related Concepts - **Custom Hooks**: 로직 분리의 물리적 단위 (관계: 실천 도구) - **Incremental Migration**: 안전한 아키텍처 전환 전략 (관계: 핵심 방법론) diff --git a/10_Wiki/Topics/Skybound-Knowledge-Hub.md b/10_Wiki/Topics/Skybound-Knowledge-Hub.md index eba4f481..e81fc908 100644 --- a/10_Wiki/Topics/Skybound-Knowledge-Hub.md +++ b/10_Wiki/Topics/Skybound-Knowledge-Hub.md @@ -50,3 +50,17 @@ Skybound 프로젝트의 모든 시스템은 유기적으로 연결되어 있습 --- **Root Policy**: Ps-Reinforce v2.0 **Project Status**: Knowledge Ingestion Complete (Batch 12.1-A) + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Dopamine]] +* [[Logic]] +* [[Optimization]] +* [[Physics]] +* [[Ps-Reinforce]] +* [[Reports]] +* [[State]] +* [[Visual_Feedback_Signal_Pattern]] +* [[_report]] +* [[_system]] diff --git a/10_Wiki/Topics/Skybound_Asset_Generation_Roadmap.md b/10_Wiki/Topics/Skybound_Asset_Generation_Roadmap.md index 0d5c163a..09969380 100644 --- a/10_Wiki/Topics/Skybound_Asset_Generation_Roadmap.md +++ b/10_Wiki/Topics/Skybound_Asset_Generation_Roadmap.md @@ -23,3 +23,8 @@ ## 5. 관련 토픽 (Linked Topics) - Skybound: 비주얼 아이덴티티 확장. - Design & Experience: 시각적 직관성 확보를 위한 에셋 설계. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Philosophy]] +* [[Roadmap]] diff --git a/10_Wiki/Topics/Skybound_Defensive_Architecture_Reboot.md b/10_Wiki/Topics/Skybound_Defensive_Architecture_Reboot.md index 5c8f341e..445fc8fc 100644 --- a/10_Wiki/Topics/Skybound_Defensive_Architecture_Reboot.md +++ b/10_Wiki/Topics/Skybound_Defensive_Architecture_Reboot.md @@ -22,3 +22,10 @@ - Skybound: 엔진 아키텍처 고도화. - Design & Experience: 시스템 안정성을 통한 유저 경험 보장. - Graphics & Performance: 리소스 참조 무결성 확보. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Cognitive_Load]] +* [[Fragility]] +* [[decisions]] diff --git a/10_Wiki/Topics/Skybound_Firepower_Overclock_v1.5.md b/10_Wiki/Topics/Skybound_Firepower_Overclock_v1.5.md index 73cfde45..b4f3fd3c 100644 --- a/10_Wiki/Topics/Skybound_Firepower_Overclock_v1.5.md +++ b/10_Wiki/Topics/Skybound_Firepower_Overclock_v1.5.md @@ -21,3 +21,7 @@ ## 4. 관련 토픽 (Linked Topics) - Skybound: 전투 밸런스 튜닝. - Design & Experience: 압도적인 화력을 통한 사용자 만족도 증대. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Logic]] diff --git a/10_Wiki/Topics/Skybound_Skill_Asset_Integration.md b/10_Wiki/Topics/Skybound_Skill_Asset_Integration.md index 10f58d40..e6e2dd56 100644 --- a/10_Wiki/Topics/Skybound_Skill_Asset_Integration.md +++ b/10_Wiki/Topics/Skybound_Skill_Asset_Integration.md @@ -23,3 +23,7 @@ ## 4. 관련 토픽 (Linked Topics) - Skybound: 비주얼 아이덴티티 완성. - Graphics & Performance: 60FPS 스프라이트 렌더링 최적화. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Optimization]] diff --git a/10_Wiki/Topics/Skybound_Skill_Image_Integration.md b/10_Wiki/Topics/Skybound_Skill_Image_Integration.md index 214b8247..6ee32bac 100644 --- a/10_Wiki/Topics/Skybound_Skill_Image_Integration.md +++ b/10_Wiki/Topics/Skybound_Skill_Image_Integration.md @@ -27,3 +27,7 @@ - Skybound: 메카닉 비주얼 아이덴티티 수립. - Design & Experience: 고품질 에셋을 통한 유저 리텐션 강화. - Graphics & Performance: 스프라이트 기반 렌더링 파이프라인 정립. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Scalability]] diff --git a/10_Wiki/Topics/Skybound_Weapon_Behavior_Engine_Migration.md b/10_Wiki/Topics/Skybound_Weapon_Behavior_Engine_Migration.md index 7ba81224..eb57eb33 100644 --- a/10_Wiki/Topics/Skybound_Weapon_Behavior_Engine_Migration.md +++ b/10_Wiki/Topics/Skybound_Weapon_Behavior_Engine_Migration.md @@ -20,3 +20,7 @@ ## 4. 관련 토픽 (Linked Topics) - Skybound: 무기 아키텍처 및 렌더링 파이프라인. - Design & Experience: 시각적 피드백과 로직의 일치화. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Behavior]] diff --git a/10_Wiki/Topics/Software Engineering Principles.md b/10_Wiki/Topics/Software Engineering Principles.md index 31da79a3..38fcfaf8 100644 --- a/10_Wiki/Topics/Software Engineering Principles.md +++ b/10_Wiki/Topics/Software Engineering Principles.md @@ -22,6 +22,19 @@ Software Engineering Principles(소프트웨어 엔지니어링 원칙)는 유 - **추상화의 비용**: 인터페이스 분리와 의존성 역전을 철저히 지키려다 보면 보일러플레이트 코드가 증가하여 개발 속도가 일시적으로 저하될 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Design_Patterns]] +* [[Engineering_Principles]] +* [[Feature-Sliced_Design]] +* [[Frontend]] +* [[Principles]] +* [[React]] +* [[Refactoring]] +* [[Refactoring Techniques]] +* [[Research]] +* [[Rule of Three]] +* [[SOLID_Principles]] + ### Related Concepts - **SOLID**: 세부 설계 원칙의 집합 (관계: 상위 원칙) - **Clean Code**: 궁극적인 코드 상태 (관계: 품질 목표) diff --git a/10_Wiki/Topics/Startup Projects.md b/10_Wiki/Topics/Startup Projects.md index 06042329..e22b2ba8 100644 --- a/10_Wiki/Topics/Startup Projects.md +++ b/10_Wiki/Topics/Startup Projects.md @@ -18,6 +18,14 @@ - **오버엔지니어링의 유혹**: 최신 기술이나 복잡한 아키텍처(FSD 등)를 무분별하게 도입할 경우 스타트업의 최대 자산인 '속도'를 잃을 수 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Agile Development]] +* [[Management]] +* [[Research]] +* [[Startup]] +* [[Strategy]] +* [[Technical_Debt]] + ### Related Concepts - **Zustand**: 스타트업에 적합한 가벼운 상태 관리 (관계: 권장 도구) - **YAGNI**: 자원 낭비를 막는 핵심 원칙 (관계: 설계 철학) diff --git a/10_Wiki/Topics/Stat-Injection-and-Visual-Renderer-Pipeline.md b/10_Wiki/Topics/Stat-Injection-and-Visual-Renderer-Pipeline.md index 890ab8c6..de10ae75 100644 --- a/10_Wiki/Topics/Stat-Injection-and-Visual-Renderer-Pipeline.md +++ b/10_Wiki/Topics/Stat-Injection-and-Visual-Renderer-Pipeline.md @@ -31,3 +31,8 @@ Skybound 엔진은 데이터(Stats)와 로직(Systems), 그리고 표현(Rendere --- **Status**: Managed by Skybound Protocol **Context**: Architecture / Graphics Engine / Stat Pipeline + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Processing]] diff --git a/10_Wiki/Topics/State_Management_and_Concurrent_React.md b/10_Wiki/Topics/State_Management_and_Concurrent_React.md index a7538687..9f15f0f7 100644 --- a/10_Wiki/Topics/State_Management_and_Concurrent_React.md +++ b/10_Wiki/Topics/State_Management_and_Concurrent_React.md @@ -40,3 +40,18 @@ github_commit: "wikification-state-concurrent" 1. Stage: git add . 2. Commit: `git commit -m "[P-Reinforce] Wikify Modern State Management and Concurrent React Features"` 3. Push: `git push origin main` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-05-01]] +* [[Concurrent_Rendering]] +* [[Context_API]] +* [[Management]] +* [[Memory Management]] +* [[P-Reinforce]] +* [[React]] +* [[React 18]] +* [[Redux]] +* [[State]] +* [[memory]] +* [[startTransition]] diff --git a/10_Wiki/Topics/Tactical-Air-Drop-and-Supply-Logistics.md b/10_Wiki/Topics/Tactical-Air-Drop-and-Supply-Logistics.md index 38cbf0bf..ed0ab5c1 100644 --- a/10_Wiki/Topics/Tactical-Air-Drop-and-Supply-Logistics.md +++ b/10_Wiki/Topics/Tactical-Air-Drop-and-Supply-Logistics.md @@ -30,3 +30,7 @@ Skybound 전장의 보급 시스템은 플레이어의 지속 전투 능력을 --- **Status**: Managed by Skybound Protocol **Context**: Logistics Engineering / Supply Chain + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Logic]] diff --git a/10_Wiki/Topics/Test-Driven_Development_TDD.md b/10_Wiki/Topics/Test-Driven_Development_TDD.md index 611d9872..cb533e6b 100644 --- a/10_Wiki/Topics/Test-Driven_Development_TDD.md +++ b/10_Wiki/Topics/Test-Driven_Development_TDD.md @@ -7,4 +7,7 @@ last_updated: 2026-05-02 --- # Test-Driven Development (TDD) -{"status":"success","answer":"","conversation_id":"63aa2b94-3412-4c98-8fae-5ca8c4c52783"} \ No newline at end of file +{"status":"success","answer":"","conversation_id":"63aa2b94-3412-4c98-8fae-5ca8c4c52783"} +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Test-Driven_Development]] diff --git a/10_Wiki/Topics/Visual_Feedback_Signal_Pattern.md b/10_Wiki/Topics/Visual_Feedback_Signal_Pattern.md index a03a6fbb..62f3f20f 100644 --- a/10_Wiki/Topics/Visual_Feedback_Signal_Pattern.md +++ b/10_Wiki/Topics/Visual_Feedback_Signal_Pattern.md @@ -37,3 +37,8 @@ Skybound의 렌더링 시스템은 게임 로직(ModularWeaponSystem 등)과 렌 --- **승인인**: AI 개발부장 코다리 🫡 **관련 코드**: `GameRenderer.ts`, `ModularWeaponSystem.ts`, `useGameEngine.ts` + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Optimization]] +* [[State]] diff --git a/10_Wiki/Topics/Vite Build Optimization.md b/10_Wiki/Topics/Vite Build Optimization.md index 5f051d3e..048259ff 100644 --- a/10_Wiki/Topics/Vite Build Optimization.md +++ b/10_Wiki/Topics/Vite Build Optimization.md @@ -17,6 +17,17 @@ Vite 빌드 번들 최적화는 초기 로딩 속도와 캐시 효율을 극대 - **캐시 무효화**: 벤더 번들을 너무 크게 묶으면 라이브러리 하나만 업데이트해도 거대한 벤더 파일 전체의 캐시가 무효화되는 트레이드오프가 있다. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Core_Web_Vitals]] +* [[Index]] +* [[JavaScript]] +* [[React]] +* [[React Server Components]] +* [[Research]] +* [[Rollup]] +* [[Server Components]] +* [[Strategy]] + ### Related Concepts - **Rollup**: Vite의 프로덕션 빌드 엔진 (관계: 구동 원리) - **React.lazy & Suspense**: 코드 스플리팅의 실천 수단 (관계: 구현 도구) diff --git a/10_Wiki/Topics/Vue_3_Reactivity_System.md b/10_Wiki/Topics/Vue_3_Reactivity_System.md index 67669ffc..a5f20f79 100644 --- a/10_Wiki/Topics/Vue_3_Reactivity_System.md +++ b/10_Wiki/Topics/Vue_3_Reactivity_System.md @@ -7,4 +7,7 @@ last_updated: 2026-05-02 --- # Vue 3 Reactivity System -{"status":"success","answer":"","conversation_id":"8234253e-f0da-40de-acbd-97644ba14461"} \ No newline at end of file +{"status":"success","answer":"","conversation_id":"8234253e-f0da-40de-acbd-97644ba14461"} +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[_system]] diff --git a/10_Wiki/Topics/_brief.md b/10_Wiki/Topics/_brief.md index cd2a352b..205563b3 100644 --- a/10_Wiki/Topics/_brief.md +++ b/10_Wiki/Topics/_brief.md @@ -9,3 +9,11 @@ Deep Value Bundle의 기능적 우월성을 입증하기 위한 초기 테스트 - **🔍 Researcher**: 경쟁사 분석 자료를 기반으로, 우리 Bundle이 시장에서 차별화되는 'Proven Outcome' 포지셔닝 문구 초안과 함께, AO 및 TTV를 측정할 수 있는 구체적인 초기 테스트 가설(Hypothesis)을 작성하여 제시하세요. - **💰 Business**: 측정할 핵심 지표(AO, TTV)에 대한 구체적인 정의와 초기 테스트 시나리오(Test Scenario)를 설계하고, 각 지표가 수익화 전략에 미치는 영향을 분석하여 보고서 초안을 작성하세요. - **💻 Developer**: 설계된 테스트 시나리오를 기반으로, 초기 데이터 수집 및 결과 기록을 위한 API 연동 구조 또는 테스트 환경 구축에 필요한 최소한의 기술적 프레임워크(Mock-up)를 설계하세요. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-05-01]] +* [[business]] +* [[developer]] +* [[goal]] +* [[researcher]] diff --git a/10_Wiki/Topics/_report.md b/10_Wiki/Topics/_report.md index 3ecbefad..036d2460 100644 --- a/10_Wiki/Topics/_report.md +++ b/10_Wiki/Topics/_report.md @@ -11,3 +11,8 @@ ## 💡 인사이트 - 기술적 구현과 비즈니스 목표(KPI/Threshold)가 명확히 연결되어, 성능 측정 환경 구축이 단순 코딩을 넘어 프리미엄 가격 책정의 핵심 근거임을 확인했다. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[business]] +* [[developer]] diff --git a/10_Wiki/Topics/business.md b/10_Wiki/Topics/business.md index de08906e..847b78d6 100644 --- a/10_Wiki/Topics/business.md +++ b/10_Wiki/Topics/business.md @@ -35,3 +35,8 @@ 📊 평가: 완료 — 기술적 구현이 비즈니스 KPI 측정 프록시로서의 역할을 명확히 수행함 📝 다음 단계: 검증된 Mock API 결과를 기반으로, 해당 성능 데이터를 실제 개발 파이프라인에 통합하는 구체적인 테스트 스크립트 작성 + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Processing]] +* [[developer]] diff --git a/10_Wiki/Topics/decisions.md b/10_Wiki/Topics/decisions.md index 2bbd6779..6da27d3c 100644 --- a/10_Wiki/Topics/decisions.md +++ b/10_Wiki/Topics/decisions.md @@ -31,3 +31,7 @@ _세션: 2026-05-01T10-02_ - 성능 측정 환경 구축을 프리미엄 가격 책정의 핵심 근거로 활용한다. - 정의된 기준치에 맞춰 성능 검증 시나리오를 설계하고 실행한다. _세션: 2026-05-01T10-17_ + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-05-01]] diff --git a/10_Wiki/Topics/developer.md b/10_Wiki/Topics/developer.md index 78b72b6d..66bb6702 100644 --- a/10_Wiki/Topics/developer.md +++ b/10_Wiki/Topics/developer.md @@ -160,3 +160,7 @@ if __name__ == "__main__": 📊 평가: 완료 — Model A 성능 기준에 맞춰 Mock API 기반의 End-to-End 테스트 시나리오를 성공적으로 구현하고 실행했습니다. 📝 다음 단계: 테스트 결과를 기반으로, 만약 기준 미달 항목이 있다면 해당 지표에 영향을 준 Mock API 내부 로직(예: `process_data` 내의 복잡도 처리 또는 지연 시간)을 분석하여 최적화 방안을 도출합니다. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[business]] diff --git a/10_Wiki/Topics/researcher.md b/10_Wiki/Topics/researcher.md index 70ec2645..9d856dc0 100644 --- a/10_Wiki/Topics/researcher.md +++ b/10_Wiki/Topics/researcher.md @@ -50,3 +50,8 @@ --- 📊 평가: 완료 — CEO 요청 사항에 따라 포지셔닝 문구와 AO/TTV 측정 가설을 구체적이고 실행 가능한 형태로 제시함. 📝 다음 단계: 위 가설들을 기반으로 실제 사용자 피드백 수집 및 A/B 테스트 설계 단계로 진입합니다. + +## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Efficiency]] +* [[Solution]] diff --git a/10_Wiki/Topics/system_analysis_and_improvement_plan.md b/10_Wiki/Topics/system_analysis_and_improvement_plan.md index 8179149f..ff6d445f 100644 --- a/10_Wiki/Topics/system_analysis_and_improvement_plan.md +++ b/10_Wiki/Topics/system_analysis_and_improvement_plan.md @@ -43,6 +43,14 @@ G1nation 프로젝트의 기술적 부채를 해결하고 시스템의 근본적 - **성공 기준**: 안정적인 처리량(Stable Throughput) 유지 및 피크 로드 상황에서의 견고성 입증. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Architecture]] +* [[Microservices_Architecture]] +* [[Observability]] +* [[React]] +* [[Research]] +* [[State]] + ... (이후 기존 내용) ### Related Concepts - **ACID 원칙**: 트랜잭션 설계의 근본 철학 (관계: 구현 모델) diff --git a/10_Wiki/Topics/소음 역학 (Noise Dynamics).md b/10_Wiki/Topics/소음 역학 (Noise Dynamics).md index 87ecab9b..23a87a72 100644 --- a/10_Wiki/Topics/소음 역학 (Noise Dynamics).md +++ b/10_Wiki/Topics/소음 역학 (Noise Dynamics).md @@ -16,6 +16,11 @@ WARNO의 소음 역학(Noise Dynamics)은 유닛이 무기를 발사할 때 발 * **전술적 응용:** 이러한 소음 역학 때문에 정찰 유닛은 위치가 발각되는 것을 피하기 위해 '사격 중지(Hold fire)' 또는 '반격(Return fire)' 명령을 내려야 합니다 [8], [9]. 반대로 이 시스템을 역이용하여, 적의 ATGM(대전차 유도 미사일) 팀의 사격을 의도적으로 유도(Baiting)함으로써 적이 소음 페널티를 받아 스스로 위치를 노출하도록 만드는 카운터 전술도 가능합니다 [8], [9]. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[Baiting]] +* [[Noise]] +* [[WARNO]] + - **Related Topics:** 은신 역학 (Stealth Mechanics), 탐지 및 광학 알고리즘 (Detection and Optics Algorithm) - **Projects/Contexts:** WARNO의 전투 역학과 데이터 아키텍처 - **Contradictions/Notes:** 게임 내에서 소음에 따른 페널티 계산 방식이 명시적으로 설명되어 있지는 않으나, 플레이어들의 자체적인 테스트 및 데이터 분석을 통해 각 무기가 사격 횟수에 따라 일정한 단계로 은신을 잃는다는 로직이 파악되었습니다 [2], [7]. diff --git a/10_Wiki/Topics/순환 신경망 및 LSTM (RNN & LSTM).md b/10_Wiki/Topics/순환 신경망 및 LSTM (RNN & LSTM).md index 548fec9b..504f7d23 100644 --- a/10_Wiki/Topics/순환 신경망 및 LSTM (RNN & LSTM).md +++ b/10_Wiki/Topics/순환 신경망 및 LSTM (RNN & LSTM).md @@ -20,6 +20,13 @@ - **실시간 효율성**: 그러나 초경량 실시간 시계열 예측이나 저지연 센서 데이터 처리에서는 여전히 RNN 계열이 트랜스포머보다 효율적일 수 있습니다 [1]. ## 🔗 Knowledge Connections +### Related Concepts (Auto-Linked) +* [[2026-04-30]] +* [[Analysis]] +* [[LSTM]] +* [[State]] +* [[memory]] + - **Related Topics**: 심층 학습 (Deep Learning, 자연어 처리 (NLP), 시계열 분석 (Time-Series Analysis), 트랜스포머 (Transformer - **Projects/Contexts**: 실시간 로그 분석 시스템, 음성 인터페이스 엔진 diff --git a/scratch/link_orphans.py b/scratch/link_orphans.py index ce4bc69b..d6f5af6c 100644 --- a/scratch/link_orphans.py +++ b/scratch/link_orphans.py @@ -1,87 +1,83 @@ import os +import re -topics_path = r'E:\Wiki\2nd\10_Wiki\Topics' +topics_dir = "/Volumes/Data/project/Antigravity/Wiki/10_Wiki/Topics" +files = [f for f in os.listdir(topics_dir) if f.endswith(".md")] -def get_files_with_prefix(prefix): - matches = [] - for root, dirs, files in os.walk(topics_path): - for f in files: - if f.lower().startswith(prefix.lower()) and f.endswith('.md'): - # Extract name without ext and handle paths relative to Topics - rel_path = os.path.relpath(os.path.join(root, f), topics_path).replace('\\', '/') - matches.append(rel_path[:-3]) - return sorted(matches) +# Build a dictionary of topic names -> filename +topic_dict = {} -# 1. Skybound Orphans -skybound_files = get_files_with_prefix('2026-04-') -skybound_files = [f for f in skybound_files if 'skybound' in f.lower()] +for f in files: + base = f[:-3] + # Add exact filename + topic_dict[base.lower()] = base + # Replace underscores with spaces + topic_dict[base.replace('_', ' ').lower()] = base + + # Try to extract # Title + with open(os.path.join(topics_dir, f), 'r', encoding='utf-8') as file: + content = file.read() + title_match = re.search(r'^#\s+(.*)', content, re.MULTILINE) + if title_match: + title = title_match.group(1).strip() + # remove formatting if any + title = title.replace('[', '').replace(']', '') + topic_dict[title.lower()] = base -# 2. Datacollector Orphans -dc_files = get_files_with_prefix('2026-04-') -dc_files = [f for f in dc_files if 'datacollector' in f.lower()] +# Remove short words to avoid false positives +bad_keys = [k for k in topic_dict.keys() if len(k) < 4] +for k in bad_keys: + del topic_dict[k] -# 3. War Commander (Game Design) files -wc_files = get_files_with_prefix('') # Look for files in Game Design -wc_files = [f for f in wc_files if 'Game Design' in f] +# Sort keys by length descending to match longest phrases first +sorted_topics = sorted(topic_dict.keys(), key=len, reverse=True) -print(f"Skybound files found: {len(skybound_files)}") -print(f"Datacollector files found: {len(dc_files)}") -print(f"War Commander files found: {len(wc_files)}") +linked_count = 0 -# Generating Skybound Update -with open(os.path.join(topics_path, 'Skybound', 'Skybound-Knowledge-Hub.md'), 'r', encoding='utf-8') as f: - hub_content = f.read() +for f in files: + filepath = os.path.join(topics_dir, f) + with open(filepath, 'r', encoding='utf-8') as file: + content = file.read() + + # Check if this file lacks connections + # We define "no connections" as not containing '[[' + if '[[' not in content: + found_links = set() + + # We don't want to match the file's own name + own_base = f[:-3] + + # Scan content for topics + content_lower = content.lower() + for topic in sorted_topics: + target_base = topic_dict[topic] + if target_base == own_base: + continue + + # Use regex to find whole words matching the topic + # This is slow but fine for ~1000 files + # Escape topic for regex + escaped_topic = re.escape(topic) + if re.search(r'\b' + escaped_topic + r'\b', content_lower): + found_links.add(target_base) + + if found_links: + # Add connections + connection_text = "\n### Related Concepts (Auto-Linked)\n" + for link in sorted(list(found_links)): + connection_text += f"* [[{link}]]\n" + + # Insert into Knowledge Connections section + if '## 🔗 Knowledge Connections' in content: + content = content.replace('## 🔗 Knowledge Connections', '## 🔗 Knowledge Connections' + connection_text) + else: + # Append to end + content += "\n## 🔗 Knowledge Connections" + connection_text + + with open(filepath, 'w', encoding='utf-8') as file: + file.write(content) + + linked_count += 1 + print(f"Added {len(found_links)} links to {f}") -if '## 🏷️ Keyword Cluster: #Project_Logs' not in hub_content: - log_section = "\n## 🏷️ Keyword Cluster: #Project_Logs (최근 개발 로그)\n" - for f in skybound_files: - name = os.path.basename(f) - log_section += f"- [[{f}|{name}]]\n" - hub_content += log_section - with open(os.path.join(topics_path, 'Skybound', 'Skybound-Knowledge-Hub.md'), 'w', encoding='utf-8') as f: - f.write(hub_content) - -# Generating Datacollector Hub -dc_hub = f"""# 📡 Datacollector Project: Engineering Hub (MOC) - -데이터 수집 및 자동화 프로세스를 관리하는 핵심 허브입니다. - ---- - -## 🏷️ Keyword Cluster: #Development_Logs (개발 및 이슈 기록) -- {"".join([f"- [[{f}]]\n" for f in dc_files])} - ---- -**Status**: Managed by Antigravity AI -""" -with open(os.path.join(topics_path, 'Datacollector', 'Datacollector-Knowledge-Hub.md'), 'w', encoding='utf-8') as f: - f.write(dc_hub) - -# Generating War Commander Hub -wc_hub = f"""# ⚔️ War Commander: Strategic Knowledge Hub (MOC) - -전장 지배를 위한 핵심 전술 및 자원 관리 체계입니다. - ---- - -## 🏷️ Keyword Cluster: #Tactical_Units (전술 부대 및 운용) -- [[Game Design/Combined-Arms|Combined Arms (제병협동)]] -- [[Game Design/Mixed-Platoons|Mixed Platoons (혼성 소대)]] -- [[Game Design/Rock-Paper-Scissors-Dynamic|Rock-Paper-Scissors Dynamic (상성 체계)]] - -## 🏷️ Keyword Cluster: #Base_Defense (기지 방어 및 건축) -- [[Game Design/Defensive-Architecture|Defensive Architecture (방어 건축학)]] -- [[Game Design/Defense-Buildings|Defense Buildings (방어 건물)]] -- [[Game Design/Base-Layouts|Base Layouts (기지 배치)]] -- [[Game Design/Anti-Air-and-Anti-Ground-Combat|Anti-Air & Anti-Ground Combat]] - -## 🏷️ Keyword Cluster: #Resources_Progression (자원 및 성장) -- [[Game Design/Iridium|Iridium (이리듐)]] -- [[Game Design/Arc-2-Technology|Arc 2 Technology]] -- [[Game Design/Evolution-of-the-War-Commander-Combat-Ecosystem|Combat Ecosystem Evolution]] - ---- -**Last Update**: 2026-04-27 -""" -with open(os.path.join(topics_path, 'Game Design', 'War-Commander-Strategic-Hub.md'), 'w', encoding='utf-8') as f: - f.write(wc_hub) +print(f"Finished linking {linked_count} orphaned files.")