Merge pull request #5 from zhangjinglearning/feat/wechat-expansion-pack

feat: Create and finalize WeChat Mini-Game Expansion Pack
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@ -47,4 +47,7 @@ dependencies:
- gdd-wechat-template.yaml
checklists:
- game-story-dod-checklist.md
data:
- development-guidelines.md
- technical-preferences.md
```

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@ -52,4 +52,5 @@ dependencies:
- game-story-dod-checklist.md
data:
- development-guidelines.md
- technical-preferences.md
```

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# <!-- Powered by BMAD™ Core -->
name: bmad-wechat-mini-game-dev
version: 1.0.0
short-title: WeChat Mini Game Dev Pack
description: >-
Game Development expansion pack for BMad Method - WeChat Mini Game focused
author: Jules (AI Assistant)
slashPrefix: mad-game

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# WeChat Mini Game - Technical Preferences & Best Practices
This document contains user-defined preferences and critical best practices for Mini Game development, based on official documentation and performance guidelines.
---
## 1. Performance & Runtime
- **Target Framerate:** Casual games must maintain a minimum of **30 FPS** on low-end test devices. More intensive games should target **60 FPS** on mid-to-high-end devices.
- **WASM is Core:** All game logic should be compiled to WebAssembly (WASM) for maximum performance.
- **iOS JIT Mode:** For games requiring high performance, enabling the **iOS High Performance Mode** to allow JIT compilation is mandatory. Be aware this requires extra optimization for memory and startup time. For hyper-casual games, the default non-JIT mode is acceptable.
## 2. Rendering & Graphics (WebGL)
- **WebGL 2.0:** Where device support allows, **WebGL 2.0** should be enabled to leverage features like GPU Instancing and SRP Batching.
- **Texture Compression:** Use platform-specific compressed texture formats. **ASTC** is the required format for all textures on iOS to optimize memory usage.
- **Object Pooling:** Do not instantiate and destroy objects frequently in the game loop (e.g., bullets, effects). Implement an **object pooling** system to recycle and reuse game objects.
## 3. Asset & Memory Management
- **Sub-packaging (`分包`):** Large assets, levels, or non-critical resources **must** be placed in sub-packages to keep the initial download size small.
- **Memory Limits:** Be mindful of strict memory limits on mobile devices. Profile memory usage frequently using the WeChat DevTools.
- **Asset Loading:** Load assets asynchronously. Do not block the main thread during initial game load.
## 4. Anti-Patterns to Avoid
- **Ignoring iOS Non-JIT Mode:** Do not assume JIT compilation is available. Test performance on iOS devices in default mode.
- **Using Uncompressed Textures:** Avoid using large PNGs where a compressed format like ASTC (for iOS) or ETC2 (for Android) would be more memory-efficient.
- **Blocking the Main Thread:** Any long-running operation (e.g., complex calculations, large data processing) should be moved to a Worker thread if possible.