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mikialex
GitHub 제작자 프로필

mikialex

1개 GitHub 저장소에서 수집된 11개 skills를 저장소 단위로 보여줍니다.

수집된 skills
11
저장소
1
업데이트
2026-07-16
저장소 지도

skills가 있는 위치

수집된 skill 수가 많은 주요 저장소와 이 제작자 카탈로그 내 비중, 직업 분포를 보여줍니다.

저장소 탐색

저장소와 대표 skills

database-schema
데이터베이스 아키텍트

Reference for the rendiation type-safe relational database layer (utility/database). Covers defining tables (entity types) and columns (components) with declare_entity!/ declare_component!, explicit foreign keys between tables, registering schemas with the global database, CRUD via TableWriter/TableReader/ComponentReadView, query patterns, storage backends (linear vs sparse), and the event/hook system. Use when defining new entity types, adding components, wiring foreign keys, or interacting with the database layer directly.

2026-07-16
scene-core-structure
소프트웨어 개발자

Reference for the scene data model in rendiation (scene/core). Covers all entity types (SceneEntity, SceneNodeEntity, SceneModelEntity, StandardModelEntity, camera, lights, mesh, material, animation, skin), their component types, foreign-key relationships, the scene graph node hierarchy, transform propagation, SceneWriter API, and the StandardModel rendering pattern. Depends on database-schema for the underlying relational database layer. Use when understanding the scene model, adding new scene entity types, or working with SceneWriter/SceneReader.

2026-07-16
viewer-scene-building
소프트웨어 개발자

Practical recipes for building 3D test scenes in the rendiation viewer application. Covers mesh generation from ParametricSurface (build_attributes_mesh, triangulate_parametric), material creation patterns for all material types, wiring scene models, light setup, transforms, and the test-content module pattern. For the underlying scene data model (entity types, components, foreign keys, SceneWriter API), see scene-core-structure. For the relational database layer, see database-schema.

2026-06-23
fundamental-gpu-component-model
소프트웨어 개발자

Reference for the composable GPU component model in rendiation. Covers RenderComponent, ShaderHashProvider, ShaderPassBuilder, GraphicsShaderProvider, and convenience wrappers (RenderVec, RenderSlice, RenderArray, OptionRender, BindingController). Use when defining a renderable entity that participates in the pipeline cache, resource binding, and draw dispatch system.

2026-06-17
query-system
소프트웨어 개발자

Complete reference for the rendiation incremental query system (utility/query). Covers Query and MultiQuery traits, container implementations, operator combinators (map, filter, join, chain, union), the dual-query incremental model (DualQuery, DualQueryLike, ValueChange), fanout for FK-based change propagation, DataChanges for batch change processing, and all provided interfaces. Use when writing or understanding incremental computation pipelines that react to database changes.

2026-05-28
rendiation-algebra
소프트웨어 개발자

Reference for the rendiation math library (math/algebra). Covers Vec2/Vec3/Vec4, Mat2/Mat3/Mat4, Quat, the Scalar trait (Float + FloatConst + ScalarConstEval), generic float-constant construction via scalar_transmute/eval, InnerProductSpace (length2/dot), VectorSpace, and SpaceEntity. Use when writing generic math code over T: Scalar, working with vectors/matrices, or needing to create float literals in generic contexts.

2026-05-18
shader-edsl-compute
소프트웨어 개발자

Compute pipeline reference for the rendiation shader EDSL. Covers pipeline building , GPU unit testing, workgroup shared/private memory, barriers, built-in compute IDs, workgroup uniform load, ray tracing (wavefront compute backend), and compute-specific recipes like workgroup reduction. Use when building compute shader pipelines or writing GPU unit tests. Depends on shader-edsl-core for the stage-agnostic language primitives. Depends on shader-edsl-binding-and-typed-container.

2026-05-17
shader-edsl-core
소프트웨어 개발자

Core language reference for the rendiation shader EDSL — stage-agnostic building blocks. Covers Node<T>, value construction, shader structs, memory layout, control flow, GPU-side iteration, texture operations, atomics, subgroups, #[shader_fn], math functions, and vector/matrix ops. Use when writing any shader expression, struct, or logic — regardless of pipeline stage.

2026-05-17
이 저장소에서 수집된 skills 11개 중 상위 8개를 표시합니다.
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