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  <title>SOLUS Dev Notes</title>
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  <description>游戏开发、图形渲染和工程实践的长期技术档案。</description>
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  <lastBuildDate>Thu, 04 Jun 2026 00:00:00 GMT</lastBuildDate>
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  <title>渲染优化排查清单</title>
  <link>https://blog.solus.games/posts/render-optimization-checklist/</link>
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  <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
  <category>图形渲染</category>
  <category>性能与渲染排查</category>
  <category>渲染</category>
  <category>Shader</category>
  <category>性能</category>
  <description>一份用于定位渲染性能问题的实践清单，覆盖帧调试、Draw Call、Overdraw、纹理和 Shader 分支。</description>
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  <title>SOLUS 技术档案的起点</title>
  <link>https://blog.solus.games/posts/start-here/</link>
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  <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
  <category>随笔</category>
  <category>博客</category>
  <category>游戏开发</category>
  <category>知识库</category>
  <description>SOLUS 用于沉淀游戏开发、图形渲染、工程实践和项目复盘中的长期技术笔记。</description>
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  <title>小团队游戏项目的工具链原则</title>
  <link>https://blog.solus.games/posts/game-team-toolchain/</link>
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  <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
  <category>工具链</category>
  <category>自动化</category>
  <category>工程效率</category>
  <description>工具链的价值不在复杂，而在减少重复劳动、降低人为错误，并让关键流程可以被复现。</description>
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  <title>Unity 性能分析从哪里下手</title>
  <link>https://blog.solus.games/posts/unity-performance-start/</link>
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  <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
  <category>Unity</category>
  <category>性能与渲染排查</category>
  <category>性能</category>
  <category>Profiler</category>
  <description>面对卡顿问题时，先建立性能预算，再用 Profiler 区分 CPU、GPU、内存和 IO 的瓶颈。</description>
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