9148c358d0
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.
5.4 KiB
5.4 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-real-time-engine-rte | Real-Time Engine (RTE) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Real-Time Engine (RTE)
매 한 줄
"매 16ms (60fps) / 8ms (120fps) budget 매 frame 매 모든 sim+render". Unreal 5.5 / Unity 6 / Godot 4 / Bevy / O3DE — 매 2026 stack. 매 Nanite + Lumen + ML upscaling (DLSS 4, FSR 4) 매 default.
매 핵심
매 frame anatomy
- Input (~1ms): controller, mouse, network input.
- Game tick (1-3ms): AI, physics, gameplay scripts.
- Animation (1-2ms): skeletal blend, IK.
- Render prep (1-2ms): culling, batching.
- GPU render (5-10ms): shadows, GBuffer, lighting, post.
- Present: vsync / VRR.
매 subsystems
- Renderer: forward / deferred / clustered; raytracing + rasterization hybrid.
- Physics: PhysX, Jolt, Havok, Bullet — rigid + soft + cloth.
- Audio: Wwise, FMOD, MetaSound — spatial, ducking.
- Networking: replication, prediction, rollback netcode (GGPO).
- Animation: state machines, ML motion (Learned Motion Matching).
- Streaming: World Partition (UE5), addressables (Unity).
매 응용
- AAA games (Fortnite UE5, Genshin Impact custom).
- Cinematic / virtual production (LED wall, ICVFX).
- Digital twins / sim (NVIDIA Omniverse).
- ArchViz real-time (Twinmotion, Enscape).
- Robotics sim (Isaac Sim, Unity ML-Agents).
💻 패턴
Game loop (fixed + variable)
double accumulator = 0.0;
constexpr double dt = 1.0 / 60.0;
while (running) {
double frameTime = std::min(clock.tick(), 0.25);
accumulator += frameTime;
while (accumulator >= dt) {
physics.step(dt); // fixed
accumulator -= dt;
}
double alpha = accumulator / dt;
render(state.interpolate(alpha)); // variable
}
ECS — Bevy (Rust)
use bevy::prelude::*;
#[derive(Component)] struct Velocity(Vec3);
#[derive(Component)] struct Position(Vec3);
fn movement(mut q: Query<(&mut Position, &Velocity)>, time: Res<Time>) {
for (mut p, v) in &mut q {
p.0 += v.0 * time.delta_seconds();
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, movement)
.run();
}
Unity DOTS (Burst-compiled job)
[BurstCompile]
partial struct MoveJob : IJobEntity {
public float DeltaTime;
void Execute(ref LocalTransform t, in Velocity v) {
t.Position += v.Value * DeltaTime;
}
}
Unreal Engine (C++ actor tick)
void AEnemy::Tick(float dt) {
Super::Tick(dt);
FVector toPlayer = Player->GetActorLocation() - GetActorLocation();
AddMovementInput(toPlayer.GetSafeNormal(), 1.0f);
}
Render — compute shader (HLSL)
[numthreads(16, 16, 1)]
void CSMain(uint3 id : SV_DispatchThreadID) {
float3 normal = NormalTex[id.xy].xyz * 2.0 - 1.0;
float3 lightDir = normalize(LightPos - WorldPos[id.xy].xyz);
float ndl = saturate(dot(normal, lightDir));
Output[id.xy] = float4(Albedo[id.xy].rgb * ndl, 1);
}
Rollback netcode (GGPO-style)
// Save state every frame, rollback on input arrival
void onInputReceived(int frame, Input input) {
if (frame < currentFrame) {
loadState(frame);
for (int f = frame; f <= currentFrame; f++) {
simulate(f, getInputs(f));
}
}
}
ML upscaling integration (DLSS 4 / FSR 4 — 2026)
// Render at 1080p internal, upscale to 4K, frame-gen to 240fps
DLSSContext ctx;
ctx.initialize(width=1920, height=1080, target_w=3840, target_h=2160);
ctx.evaluate(colorIn, motionVectors, depth, jitter, colorOut);
매 결정 기준
| 상황 | Engine |
|---|---|
| 매 AAA, photoreal | Unreal 5.5 + Nanite/Lumen |
| 매 cross-platform indie | Unity 6 / Godot 4 |
| 매 Rust-native, ECS | Bevy |
| 매 mobile-first | Unity / Godot |
| 매 simulation / robotics | Isaac Sim / Omniverse |
| 매 fighting game | Custom + GGPO rollback |
| 매 multiplayer FPS | Unreal + Iris/Replication |
기본값: 매 unknown scope → Unreal 5.5 (free, AAA features). 매 indie → Godot 4.
🔗 Graph
- 부모: Real-time Rendering
- 변형: Unity · Bevy
- 응용: Digital Twin
- Adjacent: ECS · Nanite · Rollback Netcode
🤖 LLM 활용
언제: 매 shader scaffolding, 매 gameplay script generation (Blueprint → C++), 매 procedural content prompts. 매 Unreal Copilot / Unity Muse. 언제 X: 매 hot-path optimization — LLM 매 microarchitecture 매 weak. 매 profiler-driven manual.
❌ 안티패턴
- GC in hot path: 매 frame spike — pool / arena allocator.
- Unbatched draw calls: 매 1000+ per frame — instancing / Nanite.
- Sync I/O on game thread: 매 hitch. 매 async streaming.
- Variable physics dt: 매 nondeterministic — fixed timestep + interpolate.
- No frame budgeting: 매 unconstrained subsystem — profile + cap.
🧪 검증 / 중복
- Verified (Game Engine Architecture — Gregory 3rd ed; Unreal/Unity docs).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full RTE entry with 2026 engines |