技术文章Tech Blog
把踩过的坑和想通的事写下来 —— 主要围绕 gameplay、引擎与图形。Notes on the pits I fell into and the things that clicked — gameplay, engines and graphics.
在 UE5 中构建 C++ 优先的输入管线:从 Enhanced Input 到 Gameplay IntentA C++-First Input Pipeline in UE5: From Enhanced Input to Gameplay Intent
为什么我把输入解析放在 C++ 而不是全塞进蓝图?记录一个把原始输入分类成「gameplay 意图」的自定义 UInputComponent 方案,以及那层薄薄的蓝图翻译层。Why I keep input parsing in C++ instead of stuffing it all into Blueprint — a custom UInputComponent that classifies raw input into 'gameplay intents', plus a thin Blueprint translation layer.
预测性 Foot IK:让脚步先于地形,而不是踩空后再修正Predictive Foot IK: Anticipating Terrain Instead of Correcting After Contact
常规 Foot IK 是「接触后纠正」,在不平地形上容易穿模或滑步。记录一个用手 K 动画曲线预测落地时机、驱动 IK Rig 的思路。Standard foot IK 'corrects after contact', causing clipping and foot-sliding on uneven ground. Here's an approach that predicts plant timing with hand-authored curves driving an IK Rig.
从零实现传送门(Portal)系统:视图渲染与物理穿越Building a Portal System From Scratch: View Rendering and Physical Traversal
校内比赛拿了「最独特游戏」的传送门解谜项目复盘:一对传送门之间的视图渲染、相机递归,以及最容易翻车的物理无缝穿越。A retrospective on the portal puzzle project that won 'Most Unique Game': view rendering between a portal pair, camera recursion, and the seamless physics traversal that's easiest to get wrong.