f8b21af4be
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>
189 lines
6.5 KiB
Markdown
189 lines
6.5 KiB
Markdown
---
|
|
id: wiki-2026-0508-stat-injection-and-visual-render
|
|
title: Stat Injection and Visual Renderer Pipeline
|
|
category: 10_Wiki/Topics
|
|
status: verified
|
|
canonical_id: self
|
|
aliases: [Stat Injection Pipeline, Visual Renderer Pipeline]
|
|
duplicate_of: none
|
|
source_trust_level: B
|
|
confidence_score: 0.8
|
|
verification_status: applied
|
|
tags: [game-engine, ecs, rendering-pipeline, data-flow]
|
|
raw_sources: []
|
|
last_reinforced: 2026-05-10
|
|
github_commit: pending
|
|
tech_stack:
|
|
language: rust
|
|
framework: bevy
|
|
---
|
|
|
|
# Stat Injection and Visual Renderer Pipeline
|
|
|
|
## 매 한 줄
|
|
> **"매 simulation stats (HP, mana, status) → 매 visual layer (sprites, VFX, UI) 의 one-way injection pipeline"**. 매 game engine 의 ECS pattern + 매 render system. 매 simulation tick 의 authoritative state → 매 frame-rate-independent rendering. 2026 매 Bevy ECS, Unity DOTS, Unreal MASS 가 매 reference.
|
|
|
|
## 매 핵심
|
|
|
|
### 매 데이터 흐름
|
|
1. **Simulation tick** (fixed 60 Hz): 매 stats mutation (Damage, Heal, StatusEffect).
|
|
2. **Stat aggregation**: 매 base + buffs + equipment modifiers.
|
|
3. **Injection layer**: 매 simulation stats → 매 visual components (HealthBar, SpriteTint, ParticleEmitter).
|
|
4. **Render pipeline**: 매 cull → batch → draw call → GPU.
|
|
5. **Frame interpolation**: 매 sim tick rate 와 매 render rate 의 mismatch 의 smooth.
|
|
|
|
### 매 layers
|
|
- **Authoritative**: simulation Components (Health, Mana, Position).
|
|
- **Derived/Display**: Visual Components (DisplayHealth, FlashTimer, FloatingText).
|
|
- **Renderer**: Sprite, Mesh, Material, Shader.
|
|
- **Pipeline stages**: Update → Late Update → PostUpdate → Render.
|
|
|
|
### 매 응용
|
|
1. RPG combat — damage number 의 popup, sprite flash on hit.
|
|
2. RTS — health bar, status icon, fog-of-war overlay.
|
|
3. Action game — hit-stop, screen shake, VFX 의 trigger.
|
|
|
|
## 💻 패턴
|
|
|
|
### Bevy ECS (Rust 1.83) — stat → visual injection
|
|
```rust
|
|
use bevy::prelude::*;
|
|
|
|
#[derive(Component)] struct Health { current: f32, max: f32 }
|
|
#[derive(Component)] struct HealthBar; // visual marker
|
|
#[derive(Component)] struct DamageFlash { timer: Timer }
|
|
|
|
fn inject_health_to_bar(
|
|
actors: Query<&Health, Changed<Health>>,
|
|
mut bars: Query<(&Parent, &mut Sprite), With<HealthBar>>,
|
|
) {
|
|
for (parent, mut sprite) in bars.iter_mut() {
|
|
if let Ok(h) = actors.get(parent.get()) {
|
|
let ratio = h.current / h.max;
|
|
sprite.custom_size = Some(Vec2::new(64.0 * ratio, 6.0));
|
|
sprite.color = Color::rgb(1.0 - ratio, ratio, 0.0);
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
### Damage event → flash injection
|
|
```rust
|
|
#[derive(Event)] struct DamageEvent { target: Entity, amount: f32 }
|
|
|
|
fn on_damage(
|
|
mut events: EventReader<DamageEvent>,
|
|
mut commands: Commands,
|
|
mut healths: Query<&mut Health>,
|
|
) {
|
|
for ev in events.read() {
|
|
if let Ok(mut h) = healths.get_mut(ev.target) {
|
|
h.current -= ev.amount;
|
|
commands.entity(ev.target).insert(DamageFlash {
|
|
timer: Timer::from_seconds(0.15, TimerMode::Once),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
fn tick_flash(
|
|
time: Res<Time>,
|
|
mut q: Query<(Entity, &mut DamageFlash, &mut Sprite)>,
|
|
mut commands: Commands,
|
|
) {
|
|
for (e, mut f, mut s) in q.iter_mut() {
|
|
f.timer.tick(time.delta());
|
|
s.color = if f.timer.finished() { Color::WHITE } else { Color::RED };
|
|
if f.timer.finished() { commands.entity(e).remove::<DamageFlash>(); }
|
|
}
|
|
}
|
|
```
|
|
|
|
### Frame interpolation (fixed sim, variable render)
|
|
```rust
|
|
#[derive(Component)] struct Transform2D { pos: Vec2 }
|
|
#[derive(Component)] struct PrevPos(Vec2);
|
|
|
|
fn interpolate_render(
|
|
fixed: Res<FixedTime>,
|
|
q: Query<(&Transform2D, &PrevPos, &mut Transform)>,
|
|
) {
|
|
let alpha = fixed.accumulated().as_secs_f32() / fixed.timestep().as_secs_f32();
|
|
for (cur, prev, mut t) in q.iter_mut() {
|
|
let p = prev.0.lerp(cur.pos, alpha);
|
|
t.translation = p.extend(t.translation.z);
|
|
}
|
|
}
|
|
```
|
|
|
|
### Render pipeline stages (Bevy schedule)
|
|
```rust
|
|
app.add_systems(FixedUpdate, (apply_damage, regen_mana))
|
|
.add_systems(Update, (inject_health_to_bar, tick_flash))
|
|
.add_systems(PostUpdate, (cull_offscreen, batch_sprites));
|
|
```
|
|
|
|
### Floating damage text
|
|
```rust
|
|
fn spawn_damage_text(mut commands: Commands, mut events: EventReader<DamageEvent>,
|
|
transforms: Query<&Transform>) {
|
|
for ev in events.read() {
|
|
let tf = transforms.get(ev.target).unwrap();
|
|
commands.spawn((
|
|
Text2dBundle { text: Text::from_section(format!("{}", ev.amount as i32),
|
|
TextStyle { font_size: 24.0, color: Color::YELLOW, ..default() }),
|
|
transform: *tf, ..default() },
|
|
FloatingText { lifetime: Timer::from_seconds(1.0, TimerMode::Once), velocity: Vec2::Y * 50.0 },
|
|
));
|
|
}
|
|
}
|
|
```
|
|
|
|
### Modifier aggregation (base + buffs + equipment)
|
|
```rust
|
|
fn aggregate_attack(
|
|
mut q: Query<(&BaseStats, &Buffs, &Equipment, &mut DerivedAttack)>,
|
|
) {
|
|
for (base, buffs, eq, mut atk) in q.iter_mut() {
|
|
let mut v = base.attack;
|
|
v += eq.iter().map(|i| i.attack_bonus).sum::<f32>();
|
|
v *= 1.0 + buffs.iter().map(|b| b.attack_mult).sum::<f32>();
|
|
atk.0 = v;
|
|
}
|
|
}
|
|
```
|
|
|
|
## 매 결정 기준
|
|
| 상황 | Approach |
|
|
|---|---|
|
|
| Modern data-oriented engine | Bevy ECS / Unity DOTS / Unreal MASS |
|
|
| OOP legacy engine | Component pattern + observer for stat→visual |
|
|
| Multiplayer authoritative server | Server simulation, client interpolation |
|
|
| Animation-heavy | Skeletal animation system separate from stats |
|
|
|
|
**기본값**: ECS — sim Components → 매 system 의 derive Visual Components → renderer 의 read-only.
|
|
|
|
## 🔗 Graph
|
|
- 부모: [[Entity Component System]]
|
|
- Adjacent: [[Bevy]] · [[Fixed Timestep]]
|
|
|
|
## 🤖 LLM 활용
|
|
**언제**: 매 game development, 매 simulation/render decoupling, 매 ECS pipeline 의 design.
|
|
**언제 X**: 매 일반 web/backend, 매 simple tool — over-engineering.
|
|
|
|
## ❌ 안티패턴
|
|
- **Render reads sim mid-tick**: 매 tearing — 매 PostUpdate 의 inject 의 사용.
|
|
- **Visual mutates simulation**: 매 one-way 의 violation — 매 determinism 의 lost (multiplayer fatal).
|
|
- **Damage 의 main thread blocking VFX**: 매 frame drop. 매 event-driven, async.
|
|
- **Per-frame allocation**: 매 GC stutter — 매 object pool, 매 ECS의 contiguous storage.
|
|
|
|
## 🧪 검증 / 중복
|
|
- Verified (Bevy 0.14 docs 2025; Unity DOTS docs; *Game Engine Architecture* Gregory 3rd ed).
|
|
- 신뢰도 B (synthesis from multiple engine practices).
|
|
|
|
## 🕓 Changelog
|
|
| 날짜 | 변경 |
|
|
|---|---|
|
|
| 2026-05-08 | Phase 1 |
|
|
| 2026-05-10 | Manual cleanup — full ECS injection pipeline with Bevy patterns |
|