<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>dianyingsir 独立游戏研究实验室 — 机制研究 RSS</title><description>网页游戏机制分析、数学启发式算法、碰撞物理引擎与认知策略指南。</description><link>https://dianyingsir.com/</link><language>zh-cn</language><item><title>移动端网页触控人体工学：事件防穿透、死区补偿与虚拟摇杆阻尼感调试指南</title><link>https://dianyingsir.com/zh/posts/mobile-web-touch-ergonomics-and-virtual-joystickszh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/mobile-web-touch-ergonomics-and-virtual-joystickszh/</guid><description>深度剖析移动端浏览器上的触控手感调优：非被动事件监听器对下拉刷新的抑制、动态浮动摇杆坐标重定位与非线性死区阻尼算法。</description><pubDate>Sun, 13 Sep 2026 00:00:00 GMT</pubDate><category>Skill Test</category><category>Mobile Web</category><category>Touch Ergonomics</category><category>Virtual Joystick</category><category>Input Latency</category><category>Skill Test</category></item><item><title>网格寻路算法深度解析：即时策略小游戏中的 A* 与 Dijkstra 启发式优化</title><link>https://dianyingsir.com/zh/posts/pathfinding-heuristics-a-star-and-dijkstra-in-web-gameszh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/pathfinding-heuristics-a-star-and-dijkstra-in-web-gameszh/</guid><description>深入解析网页即时策略与塔防游戏中的网格图遍历算法：曼哈顿与欧几里得启发函数选取、二叉最小堆优先队列实现与大地图分层寻路架构。</description><pubDate>Sat, 12 Sep 2026 00:00:00 GMT</pubDate><category>Deep Focus</category><category>Algorithms</category><category>Pathfinding</category><category>A-Star</category><category>Graph Theory</category><category>Deep Focus</category></item><item><title>平台动作跳跃物理曲线设计：重力加速度缩放、滞空浮动与土狼时间动力学分解</title><link>https://dianyingsir.com/zh/posts/kinematics-of-variable-jump-curves-in-platformerszh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/kinematics-of-variable-jump-curves-in-platformerszh/</guid><description>深入剖析平台动作小游戏中的运动学跳跃曲线设计：非对称重力系数、顶点悬停判定、土狼时间（Coyote Time）与预输入缓冲的人体工学实现。</description><pubDate>Fri, 11 Sep 2026 00:00:00 GMT</pubDate><category>Skill Test</category><category>Kinematics</category><category>Physics Engines</category><category>Jump Curves</category><category>Skill Test</category><category>Game Feel</category></item><item><title>从单机到局域网对战：基于 WebRTC DataChannel 的无服务端状态同步技术探析</title><link>https://dianyingsir.com/zh/posts/serverless-p2p-browser-gaming-with-webrtczh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/serverless-p2p-browser-gaming-with-webrtczh/</guid><description>深入探讨基于 WebRTC 点对点（P2P）数据通道的无服务器网页多人游戏架构、SCTP 协议的 UDP 仿生特性与航位推测（Dead Reckoning）算法。</description><pubDate>Thu, 10 Sep 2026 00:00:00 GMT</pubDate><category>Game Tech &amp; Culture</category><category>WebRTC</category><category>P2P</category><category>Multiplayer</category><category>State Synchronization</category><category>Network Latency</category></item><item><title>Canvas 2D 渲染管线与粒子系统性能调优：批处理、离屏画布与 60FPS 帧率预算</title><link>https://dianyingsir.com/zh/posts/canvas-2d-rendering-pipeline-and-particle-optimizationzh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/canvas-2d-rendering-pipeline-and-particle-optimizationzh/</guid><description>深入探讨 HTML5 Canvas 2D 高性能渲染管线、状态机切换开销消除、批处理分组算法以及基于 OffscreenCanvas 与 Web Worker 的异步无锁渲染。</description><pubDate>Wed, 09 Sep 2026 00:00:00 GMT</pubDate><category>Game Tech &amp; Culture</category><category>HTML5 Canvas</category><category>OffscreenCanvas</category><category>Performance Optimization</category><category>Rendering Pipeline</category><category>Game Tech &amp; Culture</category></item><item><title>WebAudio API 与游戏打击音效的心理声学机制：浏览器引擎中的 10ms 极速反馈</title><link>https://dianyingsir.com/zh/posts/webaudio-api-and-psychoacoustics-of-game-audiozh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/webaudio-api-and-psychoacoustics-of-game-audiozh/</guid><description>深入拆解浏览器 WebAudio 音频管线架构、程序化瞬态打击音效合成与心理声学掩蔽效应，打造零延迟、高质感的游戏打击感。</description><pubDate>Tue, 08 Sep 2026 00:00:00 GMT</pubDate><category>Game Tech &amp; Culture</category><category>WebAudio</category><category>Audio DSP</category><category>Psychoacoustics</category><category>Game Tech &amp; Culture</category><category>Game Feel</category></item><item><title>碎片速玩 vs. 深度专注：让游戏循环时长匹配心智疲劳与可用带宽</title><link>https://dianyingsir.com/zh/posts/short-run-vs-deep-focus-matching-game-loops-to-mental-fatiguezh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/short-run-vs-deep-focus-matching-game-loops-to-mental-fatiguezh/</guid><description>基于认知负荷、执行储备与可用微休息时长，建立一套选择浏览器游戏的操作性分类法。</description><pubDate>Thu, 03 Sep 2026 00:00:00 GMT</pubDate><category>Deep Focus</category><category>Game Design</category><category>Taxonomy</category><category>Mental Bandwidth</category><category>Deep Focus</category></item><item><title>从 Flash 到 WebAssembly：即点即玩网页游戏的底层架构演进史</title><link>https://dianyingsir.com/zh/posts/from-flash-to-webassembly-the-technological-evolution-of-web-gameszh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/from-flash-to-webassembly-the-technological-evolution-of-web-gameszh/</guid><description>深度技术复盘：剖析网页游戏如何从存在安全隐患的 NPAPI 插件时代，演化为现代基于多线程 WebAssembly 与 WebGL 硬件加速的高性能引擎。</description><pubDate>Wed, 02 Sep 2026 00:00:00 GMT</pubDate><category>Game Tech &amp; Culture</category><category>WebAssembly</category><category>HTML5 Canvas</category><category>WebGL</category><category>Game Tech &amp; Culture</category></item><item><title>微休息心理学：为何3分钟的休闲网页游戏能有效恢复认知耐力</title><link>https://dianyingsir.com/zh/posts/the-psychology-of-micro-breaks-in-browser-gamingzh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/the-psychology-of-micro-breaks-in-browser-gamingzh/</guid><description>基于注意力恢复理论（ART）与前额叶执行功能损耗模型，深度剖析轻量级网页游戏相比无节制的信息流刷屏，如何为大脑提供更优越的认知能量补充。</description><pubDate>Wed, 02 Sep 2026 00:00:00 GMT</pubDate><category>Short Run</category><category>Psychology</category><category>Cognitive Science</category><category>Workplace Ergonomics</category><category>Short Run</category></item><item><title>Galaxy Attack 的微闪避与弹幕节奏：拆解纵版街机射击</title><link>https://dianyingsir.com/zh/posts/galaxy-attack-bullet-hell-micro-dodgingzh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/galaxy-attack-bullet-hell-micro-dodgingzh/</guid><description>分析轻量级 HTML5 纵版太空射击游戏中的亚像素判定框、弹幕节奏扫描与感官带宽。</description><pubDate>Tue, 01 Sep 2026 00:00:00 GMT</pubDate><category>Short Run</category><category>Galaxy Attack</category><category>Arcade</category><category>Short Run</category><category>Reaction Time</category></item><item><title>Zoo Boom 的连消与重力陷阱：避免塌陷谜题中的残余碎片化</title><link>https://dianyingsir.com/zh/posts/zoo-boom-cluster-clearing-and-gravity-trapszh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/zoo-boom-cluster-clearing-and-gravity-trapszh/</guid><description>连通分量泛洪填充与消除后重力沉降如何决定休闲消除类游戏棋盘的长线可用性。</description><pubDate>Tue, 01 Sep 2026 00:00:00 GMT</pubDate><category>Chill Play</category><category>Zoo Boom</category><category>Collapse Puzzles</category><category>Algorithms</category><category>Chill Play</category></item><item><title>Basket Swooshes 出手条物理：输入延迟、抛物线弹道与篮筐碰撞</title><link>https://dianyingsir.com/zh/posts/basket-swooshes-meter-timing-and-arc-physicszh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/basket-swooshes-meter-timing-and-arc-physicszh/</guid><description>针对街机投篮游戏，研究 60Hz 浏览器输入轮询、正弦型出手条速度与抛物线轨迹容差。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>Skill Test</category><category>Basket Swooshes</category><category>Sports Arcade</category><category>Input Latency</category><category>Physics</category></item><item><title>Parking Fury 的运动学与包围盒导航：2D Canvas 中的转向几何</title><link>https://dianyingsir.com/zh/posts/parking-fury-kinematics-and-precision-parkingzh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/parking-fury-kinematics-and-precision-parkingzh/</guid><description>从架构层面考察俯视车辆物理、阿克曼转向近似与浏览器停车游戏中的碰撞检测容差。</description><pubDate>Sun, 30 Aug 2026 00:00:00 GMT</pubDate><category>Skill Test</category><category>Parking Fury</category><category>Kinematics</category><category>Physics Engines</category><category>Skill Test</category></item><item><title>Ball Sort Master 的颜色启发式与瓶颈理论：一份图论指南</title><link>https://dianyingsir.com/zh/posts/ball-sort-master-color-heuristics-guidezh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/ball-sort-master-color-heuristics-guidezh/</guid><description>用有向无环图转换、工作记忆分块与储备管守恒，拆解试管排序谜题的解法。</description><pubDate>Sat, 29 Aug 2026 00:00:00 GMT</pubDate><category>Chill Play</category><category>Ball Sort</category><category>Sorting Puzzles</category><category>Working Memory</category><category>Chill Play</category></item><item><title>2048 的数学与角落启发式：破解单调蛇形排列</title><link>https://dianyingsir.com/zh/posts/2048-remastered-strategy-and-deep-focuszh/</link><guid isPermaLink="true">https://dianyingsir.com/zh/posts/2048-remastered-strategy-and-deep-focuszh/</guid><description>从概率分布、状态空间约束与单调蛇形模式入手，拆解在 2048 Remastered 中合成高数字方块的数学方法。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><category>Deep Focus</category><category>2048</category><category>Puzzles</category><category>Mathematics</category><category>Game Loops</category><category>Deep Focus</category></item></channel></rss>