Files
2nd/10_Wiki/Topics/Architecture/Real-Time Engine (RTE).md
T
Antigravity Agent f8b21af4be Wiki cleanup: error-doc removal, dedup merge, link normalization
10_Wiki/Topics 대규모 정리:
- 오류 캡처/미완성 stub 문서 227개 제거
- 교차폴더 중복 43클러스터 병합 (63파일 → redirect)
- 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건
- 카테고리 MOC 6개 신규 생성
- Graph 섹션 미해결 related-keyword 링크 10,058건 제거

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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
RTE
Real-Time Game Engine
Real-Time Rendering Engine
none A 0.9 applied
gamedev
rendering
engine
real-time
2026-05-10 pending
language framework
cpp unreal-unity-bevy

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

  1. AAA games (Fortnite UE5, Genshin Impact custom).
  2. Cinematic / virtual production (LED wall, ICVFX).
  3. Digital twins / sim (NVIDIA Omniverse).
  4. ArchViz real-time (Twinmotion, Enscape).
  5. 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

🤖 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