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  <title>My Game Dev Blog</title>
  <link>https://aec7de83.soloblog-4w3.pages.dev/</link>
  <description>记录游戏开发、图形渲染、Unity 工程实践、工具链和技术复盘的个人博客。</description>
  <language>zh-CN</language>
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  <title>渲染优化排查清单</title>
  <link>https://aec7de83.soloblog-4w3.pages.dev/posts/render-optimization-checklist/</link>
  <guid>https://aec7de83.soloblog-4w3.pages.dev/posts/render-optimization-checklist/</guid>
  <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
  <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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<item>
  <title>从这里开始：我的游戏开发技术博客</title>
  <link>https://aec7de83.soloblog-4w3.pages.dev/posts/start-here/</link>
  <guid>https://aec7de83.soloblog-4w3.pages.dev/posts/start-here/</guid>
  <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
  <description>这个博客用于沉淀游戏开发过程中的技术文章、项目复盘、工具链经验和长期学习笔记。</description>
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<item>
  <title>小团队游戏项目的工具链原则</title>
  <link>https://aec7de83.soloblog-4w3.pages.dev/posts/game-team-toolchain/</link>
  <guid>https://aec7de83.soloblog-4w3.pages.dev/posts/game-team-toolchain/</guid>
  <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
  <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>
</item>
<item>
  <title>Unity 性能分析从哪里下手</title>
  <link>https://aec7de83.soloblog-4w3.pages.dev/posts/unity-performance-start/</link>
  <guid>https://aec7de83.soloblog-4w3.pages.dev/posts/unity-performance-start/</guid>
  <pubDate>Thu, 04 Jun 2026 00:00:00 GMT</pubDate>
  <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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