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“EN-02-Code-Review-Debugging-Refactoring”

1017 条结果
  1. Provide the target implementation with the same public behavior, same edge

    提示词编程开发252026年9月21日
  2. Shader / VFX Technical Artist Brief & Code

    Shaders that hit visual targets within perf budgets (URP/HLSL and Niagara/VFX Graph).

    提示词游戏设计322026年9月21日
  3. Unreal — Multiplayer Dedicated Server Architecture

    Server-authoritative action game code structure: replicated actors, RPC discipline, and client prediction layout.

    提示词游戏设计242026年9月21日
  4. Animation State Machine / Locomotion Implementation

    Responsive animation layer: state setup, blend trees, root motion, IK, and the game-feel timing between code and animation.

    提示词游戏设计232026年9月21日
  5. Unity C# — Modular Character Controller

    Generates a clean, testable controller architecture (state pattern + dependency injected components) instead of a monolithic CharacterMovement script.

    提示词游戏设计212026年9月21日
  6. Unity — ScriptableObject Data-Driven Ability System

    Designer-friendly ability framework: data assets, targeting, cost/cooldown, prediction-friendly for future multiplayer.

    提示词游戏设计252026年9月21日
  7. Unity — Save/Load & Configuration Robustness

    Versioned, corruption-resistant save system with migration — avoids save wipes across patches.

    提示词游戏设计252026年9月21日
  8. Unity Performance & Memory Optimization Pass

    Systematic optimization workflow for frame time and GC on mobile/console with Unity profiling tools.

    提示词编程开发262026年9月21日
  9. Unreal Engine 5 — Gameplay Ability System (GAS) Setup

    Correct GAS architecture for an action/RPG project: ASC, attributes, effects, cues — including common pitfalls.

    提示词游戏设计252026年9月21日
  10. Unreal — World Partition / Large World Streaming Plan

    Designs streaming architecture for open worlds: grid sizes, loading, HLODs, and world-partition data layers without pop-in.

    提示词游戏设计262026年9月21日
  11. Godot 4 — GDScript/C# Game Architecture

    Clean autoload-free modular architecture for Godot 4 projects with scene composition and signals.

    提示词游戏设计262026年9月21日
  12. Procedural Generation System Designer

    Plans deterministic, seedable procedural systems (dungeons/terrain/items) with guarantees and designer overrides.

    提示词游戏设计242026年9月21日
  13. Enemy AI Behavior Architecture (Utility/HTN/Behavior Tree)

    Selects and implements the right AI decision architecture with sensory memory and designer tunability.

    提示词游戏设计242026年9月21日
  14. NPC Dialogue + Quest Runtime (Data-Driven)

    Runtime for branching dialogue with flags, conditions, and localization, consistent with narrative design docs.

    提示词游戏设计262026年9月21日
  15. Game Audio Implementation (Wwise/FMOD/Unity/Unreal)

    Adaptive audio system: buses, snapshots, dynamic music, and performance mixing.

    提示词游戏设计272026年9月21日
  16. UI Implementation for Games (Co-op/Menus/Input)

    Technical implementation of game UI: navigation, focus, data binding, resolution scaling, and multiplayer local-split constraints.

    提示词游戏设计242026年9月21日
  17. Localization Pipeline (Game)

    Ship-ready localization architecture with pseudo-loc, fonts, plurals, and audit tooling.

    提示词游戏设计312026年9月21日
  18. Console Porting / Certification Readiness

    Technical checklist-driven porting plan: performance, input, storage, platform requirements early enough to avoid rewrite.

    提示词游戏设计262026年9月21日
  19. Anti-Cheat / Game Integrity Technical Plan

    Layered anti-cheat strategy proportionate to game type — server authority first, tooling second; honest about arms race limits.

    提示词游戏设计282026年9月21日
  20. Build System / CI for Game Projects

    Automated builds, asset validation, and test gates for engine projects including large binary assets.

    提示词编程开发232026年9月21日