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QianMo/Game-Programmer-Study-Notes

★ 10,048 · updated Oct 2021

:anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.

A personal collection of study notes and book-summary writeups by a Chinese game graphics programmer, covering real-time rendering theory (Real-Time Rendering 3rd, the GPU Gems/GPU Pro series), GPU/shader programming, and software engineering practice (Clean Code, game programming patterns). It's aimed at graphics/rendering engineers who want condensed, chapter-by-chapter breakdowns of dense reference books rather than reading the originals cover to cover.

Genuinely deep coverage of material that's hard to digest elsewhere - full chapter-by-chapter breakdowns of GPU Gems 1-3, GPU Pro 1, and Real-Time Rendering 3rd, each running thousands of words. A few entries go beyond summary into actual survey work with implementations, like the water rendering roundup and the ten-blur-algorithm comparison shipped with working Unity Post Processing Stack v2 code. Content is organized as a real subject index (rendering vs. architecture/practice) rather than a flat list of links.

There's no code to run, build, or test - it's markdown and images, so none of the usual signals for judging quality (CI, API surface, tests) apply here, you're just trusting the author's reading. Chinese-only with no translation, which limits the audience despite the star count. Dead since October 2021 - four years with no updates, so version-specific references (Unity Post Processing Stack v2, etc.) are stale. A lot of the README is actually links out to sister repos (Game-Dev-Study-Notes, Reading-Notes, Programming-Reading-Notes), so this repo is partly a table of contents for content that lives elsewhere.

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