<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>mimizh</title><description>个人笔记站 — 计算机图形学、数据库、分布式系统、游戏开发的学习记录。</description><link>https://mimizh.dpdns.org/</link><language>zh-CN</language><item><title>排序</title><link>https://mimizh.dpdns.org/notes/Programing/Algorithm/%E6%8E%92%E5%BA%8F/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Programing/Algorithm/%E6%8E%92%E5%BA%8F/</guid><pubDate>Tue, 22 Sep 2026 00:00:00 GMT</pubDate><category>Programing</category></item><item><title>Iterator Block</title><link>https://mimizh.dpdns.org/notes/Programing/CSharp%20In%20Depth%204ed/Iterator%20Block/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Programing/CSharp%20In%20Depth%204ed/Iterator%20Block/</guid><description>迭代器实现原理</description><pubDate>Tue, 22 Sep 2026 00:00:00 GMT</pubDate><category>Programing</category><category>CSharp</category><category>IEnumerator</category><category>IEnumerable</category></item><item><title>01-Index</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/01-Index/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/01-Index/</guid><description>Magic Game Harness Unity — 项目总览与阅读路线图 源码：github.com/mimizmi/magic-game-harness-unity 状态：脚手架 + 部分实现（截至 1fe2010 commit, 2026-08-21） 这是 mimizmi 自己的项目——一个 Unity 6 模块化游戏框架，目标类似&quot;Bevy + mod-first&quot;的 Unity 等价物…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>00-Review-Report</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/00-Review-Report/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/00-Review-Report/</guid><description>笔记审查报告（Review Report） 审查对象：01-Index.md ~ 08-Comparison-with-Bevy-ECS.md（8 篇，约 250 KB） 对照基准：E:/code/_Codex/unity-project/Magic Game Harness，main 分支 1fe2010，工作区干净 审查方式：逐文件通读全部产品源码（2 803 行）+ 测试源码（3 306 行…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>02-Primitives-Deep-Dive</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/02-Primitives-Deep-Dive/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/02-Primitives-Deep-Dive/</guid><description>Magic Game Harness — Primitives 深度解读 源码位置：Assets/GameFramework/Core/Primitives/ 5 个 .cs 文件（4 个顶层 + Diagnostics/DiagnosticValues.cs），共 974 行 统计方式：find Assets/GameFramework/Core/Primitives -name &apos;.cs&apos; -…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>04-ModApi-Contract-Surface</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/04-ModApi-Contract-Surface/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/04-ModApi-Contract-Surface/</guid><description>Magic Game Harness — ModApi 契约面解读 源码位置：Assets/GameFramework/ModApi/ 8 个文件 / ~410 行（spec 列了 11 个子命名空间，但只 4 个有内容，其余先建空目录等后续 plan 填充） 这是 Mod 作者唯一能引用的程序集——spec 第 8.2 节明文规定 Game.ModApi 不依赖 Game.Core.Contex…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>03-Bootstrap-Architecture</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/03-Bootstrap-Architecture/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/03-Bootstrap-Architecture/</guid><description>Magic Game Harness — Bootstrap 架构解读 源码位置：Assets/GameFramework/Bootstrap/ + Assets/GameFramework/Core/Diagnostics/ Bootstrap/ 16 个 .cs / 1 183 行 ＋ Core/Diagnostics/ 6 个 .cs / 201 行（目录里还有 1 个 README） 相关…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>07-Comparison-with-SMAPI</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/07-Comparison-with-SMAPI/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/07-Comparison-with-SMAPI/</guid><description>Magic Game Harness vs SMAPI（Stardew Valley Modding Platform） 这不是 spec 实现笔记，是对比分析笔记——通过&quot;现有的 mod平台怎么做的&quot;来理解 magic-game-harness-unity 的设计选择。 SMAPI = Stardew Modding API，是 Stardew Valley 游戏的官方 mod 平台，2016 …</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>05-Architecture-Enforcement</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/05-Architecture-Enforcement/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/05-Architecture-Enforcement/</guid><description>Magic Game Harness — 架构守门（Architecture Enforcement） 源码位置：Assets/Tests/GameFramework/EditMode/Architecture/ 2 个文件 / ~450 行 这是用代码守 spec 的&quot;测试宪兵&quot;——把架构约束从文档变成 CI 红线。 --- 0. 为什么需要架构守门测试？ spec 第 8.2 节画了依赖方向，…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>08-Comparison-with-Bevy-ECS</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/08-Comparison-with-Bevy-ECS/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/08-Comparison-with-Bevy-ECS/</guid><description>Magic Game Harness vs Bevy ECS 这不是 spec 实现笔记，是对比分析笔记——通过 &quot;Rust 生态最成功的 ECS 游戏引擎&quot; 的设计来理解 magic-game-harness-unity 的架构选择。 Bevy = Rust 编写的现代化 ECS（Entity-Component-System）游戏引擎，2020 年至今。 本篇代码以 Bevy 0.15 为准。…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>06-Mod-Distribution</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/06-Mod-Distribution/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/06-Mod-Distribution/</guid><description>Magic Game Harness — Mod 分发流程（作者 → 构建 → 玩家 → 激活） 基于 spec 第 7 节 &quot;System Context&quot; + 第 8 节 &quot;Private Source and Assembly Architecture&quot; + 第 9 节 &quot;Runtime Scopes and VContainer&quot; 注意：Mod SDK 的具体编辑器工具、Addressab…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>09-Implementation-Deep-Dives</title><link>https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/09-Implementation-Deep-Dives/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Game%20Development/Unity/MagicGameHarness/09-Implementation-Deep-Dives/</guid><description>Magic Game Harness — 实现思路深挖（补充篇） 本篇是 00-Review-Report.md §7 列出的 14 个&quot;漏掉的关键实现思路&quot;的展开。 基准：main 分支 1fe2010。所有代码引用都带 文件:行号，可以直接跳过去核对。 定位：02~05 讲&quot;这些代码做了什么&quot;，本篇讲&quot;为什么必须这么写、不这么写会怎样、这个手法还能用在哪&quot;。 --- 目录 1. 默认值即无效：…</description><pubDate>Fri, 21 Aug 2026 00:00:00 GMT</pubDate><category>Game Development</category></item><item><title>Lab0</title><link>https://mimizh.dpdns.org/notes/Networking/Stanford%20CS144/Networking%20Warmup/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Networking/Stanford%20CS144/Networking%20Warmup/</guid><pubDate>Thu, 20 Aug 2026 00:00:00 GMT</pubDate><category>Networking</category><category>stanford</category><category>cs144</category><category>lab</category></item><item><title>01_Vector_Algebra</title><link>https://mimizh.dpdns.org/notes/Computer%20Graphic/DirectX12/01_Vector_Algebra/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Computer%20Graphic/DirectX12/01_Vector_Algebra/</guid><description>单位向量 有 u = (x, y, z)，计算长度有 $$ \left| \left| \mathbf {u} \right| \right| = \sqrt {y ^ {2} + a ^ {2}} = \sqrt {y ^ {2} + \left(\sqrt {x ^ {2} + z ^ {2}}\right) ^ {2}} = \sqrt {x ^ {2} + y ^ {2} + z ^ {2…</description><pubDate>Mon, 27 Apr 2026 00:00:00 GMT</pubDate><category>Computer Graphic</category><category>dxd12</category><category>computer graphic</category><category>math</category></item><item><title>03_Transiformation</title><link>https://mimizh.dpdns.org/notes/Computer%20Graphic/DirectX12/03_Transformations/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Computer%20Graphic/DirectX12/03_Transformations/</guid><description>线性变换</description><pubDate>Mon, 27 Apr 2026 00:00:00 GMT</pubDate><category>Computer Graphic</category><category>dxd12</category><category>computer graphic</category><category>math</category></item><item><title>02_Matrix_Algebra</title><link>https://mimizh.dpdns.org/notes/Computer%20Graphic/DirectX12/02_Matrix_Algebra/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Computer%20Graphic/DirectX12/02_Matrix_Algebra/</guid><description>矩阵运算 从物理和数学的直觉上来讲，矩阵运算是为了能够快速进行批量的向量的计算。 $m \times n$ matrix M ，即表示m行，n列的矩阵 举例如下： $$ \mathbf {A} = \left[ \begin{array}{c c c c} 3. 5 &amp; 0 &amp; 0 &amp; 0 \\ 0 &amp; 1 &amp; 0 &amp; 0 \\ 0 &amp; 0 &amp; 0. 5 &amp; 0 \\ 2 &amp; - 5 &amp; \sqr…</description><pubDate>Mon, 27 Apr 2026 00:00:00 GMT</pubDate><category>Computer Graphic</category><category>dxd12</category><category>computer graphic</category><category>math</category></item><item><title>01 Count-Min Sketch</title><link>https://mimizh.dpdns.org/notes/Database/CMU%20115-445/00_Count%E2%80%93Min%20Sketch/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Database/CMU%20115-445/00_Count%E2%80%93Min%20Sketch/</guid><description>Introduction Consider the following scenario: you are the administrator of a popular blog website, and you&apos;ve been receiving reports on certain accounting spamming excessively. To map out overall netw…</description><pubDate>Fri, 24 Apr 2026 00:00:00 GMT</pubDate><category>Database</category><category>count-min</category><category>cmu</category><category>cpp</category></item><item><title>02 Buffer Pool Manager</title><link>https://mimizh.dpdns.org/notes/Database/CMU%20115-445/01_Buffer%20Pool%20Manager/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Database/CMU%20115-445/01_Buffer%20Pool%20Manager/</guid><description>如何构建一个合理的基于磁盘的数据库缓存系统？</description><pubDate>Fri, 24 Apr 2026 00:00:00 GMT</pubDate><category>Database</category><category>database</category><category>cmu</category><category>replacer</category><category>cpp</category></item><item><title>Key Value Server</title><link>https://mimizh.dpdns.org/notes/Distributed%20System/MIT%20S6.824/00_Key%20Value%20Server/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Distributed%20System/MIT%20S6.824/00_Key%20Value%20Server/</guid><description>k-v server</description><pubDate>Sun, 22 Feb 2026 00:00:00 GMT</pubDate><category>Distributed System</category><category>distributed-systems</category><category>mit</category><category>lab</category></item><item><title>Fault Tolerant</title><link>https://mimizh.dpdns.org/notes/Distributed%20System/MIT%20S6.824/01_Fault%20Tolerant/</link><guid isPermaLink="true">https://mimizh.dpdns.org/notes/Distributed%20System/MIT%20S6.824/01_Fault%20Tolerant/</guid><description>Distributed Systems, Fault Tolerant, Replication, VMware, Virtual Machine</description><pubDate>Sun, 15 Feb 2026 00:00:00 GMT</pubDate><category>Distributed System</category><category>distributed-systems</category><category>mit</category><category>vmware</category><category>Virtual-Machine</category><category>Fault-Tolerant</category></item><item><title>Rust 理解</title><link>https://mimizh.dpdns.org/wiki/lang/rust-ownership-cheatsheet/</link><guid isPermaLink="true">https://mimizh.dpdns.org/wiki/lang/rust-ownership-cheatsheet/</guid><description>所有权、借用、生命周期的核心规则汇总</description><pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate><category>lang</category></item><item><title>Neovim 配置思路</title><link>https://mimizh.dpdns.org/wiki/tools/neovim-config/</link><guid isPermaLink="true">https://mimizh.dpdns.org/wiki/tools/neovim-config/</guid><description>以 lazy.nvim 为基础的模块化配置结构</description><pubDate>Mon, 01 Dec 2025 00:00:00 GMT</pubDate><category>tools</category></item><item><title>Attention Is All You Need</title><link>https://mimizh.dpdns.org/wiki/papers/attention-is-all-you-need/</link><guid isPermaLink="true">https://mimizh.dpdns.org/wiki/papers/attention-is-all-you-need/</guid><description>Transformer 架构原论文，自注意力取代循环网络</description><pubDate>Wed, 01 Oct 2025 00:00:00 GMT</pubDate><category>papers</category></item><item><title>布隆过滤器</title><link>https://mimizh.dpdns.org/wiki/cs/bloom-filter/</link><guid isPermaLink="true">https://mimizh.dpdns.org/wiki/cs/bloom-filter/</guid><description>概率型数据结构，用极小空间实现集合成员查询</description><pubDate>Mon, 01 Sep 2025 00:00:00 GMT</pubDate><category>cs</category></item></channel></rss>