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      <title>把 3D 塔渲染成 2D 像素</title>
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      <pubDate>Tue, 03 Nov 2026 00:00:00 GMT</pubDate>
      <description>一条 Dead Cells 式三渲二管线：Blender 正交渲染 32 帧、640×360、48 色、1px 描边；Codex 出背景，canvas 按滚动切帧。首屏 JS 从 three 的 100KB+ 降到 110KB。</description>
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      <pubDate>Mon, 02 Nov 2026 00:00:00 GMT</pubDate>
      <description>图生 3D 第一版给我生了对双塔，贴图是一张糊掉的 2K atlas。记录从参考图裁切、Blender 减面补 AO、三平面石材 shader 到 950KB Draco 落地的全过程。</description>
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      <title>我为什么重做这个博客</title>
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      <description>旧站用了四年，五十多个插件，一秒八次重渲染。这次推倒重来，我想清楚了三件事：内容优先、性能是设计、好看不等于可用。</description>
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      <pubDate>Wed, 21 Oct 2026 00:00:00 GMT</pubDate>
      <description>从 8fps 到稳 60fps，中间没有魔法。记录一遍真实数据：draw call、纹理尺寸、tone mapping、后处理和 DPR 到底吃掉了多少帧。</description>
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      <pubDate>Mon, 12 Oct 2026 00:00:00 GMT</pubDate>
      <description>它能写出能跑的 shader，写不出好看的效果。这条界线具体在哪，我用三个月、四十多个片元着色器试出来了。</description>
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