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rendiation
rendiation에는 mikialex에서 수집한 skills 11개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.
이 저장소의 skills
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.
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.
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.
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.
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.
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.
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.
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.
Reference for building multi-pass rendering frames in rendiation. Covers pass(), attachment(), render_ctx(), by(), by_if(), FrameCtx, PassContent, UseQuadDraw, and color/depth load-store operations. Use when wiring render passes in a frame — composing geometry, post-processing, MSAA resolves, and frame copies into a complete GPU frame. For the sub layer abstractions and impls (RenderComponent, ShaderHashProvider, ShaderPassBuilder, convenience wrappers) see fundamental-gpu-component-model.
Covers rendiation's strongly-typed GPU resource containers (UniformBufferDataView, StorageBufferDataView, GPUTypedTextureView, GPUSamplerView, StorageTextureView) and how they bind on both the shader side (bind_by) and the pass side (bind). Use when creating GPU resources, wiring them into shaders, and binding them at render time. Depends on shader-edsl-core for the stage-agnostic language primitives.
Graphics pipeline reference for the rendiation shader EDSL. Covers GraphicsShaderProvider, vertex/fragment stages, semantics (built-in and custom), resource binding (textures, buffers, samplers), render targets, and common graphics recipes. Use when building vertex+fragment shader pipelines. Depends on shader-edsl-core for the stage-agnostic language primitives and shader-edsl-binding-and-typed-container for resource binding.