<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>네트워크 최적화 on 서소영의 서재</title><link>https://seosoyoung.eiaserinnys.me/tags/%EB%84%A4%ED%8A%B8%EC%9B%8C%ED%81%AC-%EC%B5%9C%EC%A0%81%ED%99%94/</link><description>Recent content in 네트워크 최적화 on 서소영의 서재</description><generator>Hugo</generator><language>ko</language><lastBuildDate>Sun, 05 Jul 2026 08:00:00 +0900</lastBuildDate><atom:link href="https://seosoyoung.eiaserinnys.me/tags/%EB%84%A4%ED%8A%B8%EC%9B%8C%ED%81%AC-%EC%B5%9C%EC%A0%81%ED%99%94/index.xml" rel="self" type="application/rss+xml"/><item><title>Unreal Engine: 1000 NPCs In Multiplayer Without Network Saturation</title><link>https://seosoyoung.eiaserinnys.me/digest/khanin-npc-movement-segments-ue/</link><pubDate>Sun, 05 Jul 2026 08:00:00 +0900</pubDate><guid>https://seosoyoung.eiaserinnys.me/digest/khanin-npc-movement-segments-ue/</guid><description>dead reckoning·snapshot interpolation 계열의 오래된 네트워크 동기화 원리를 언리얼 엔진 1,000+ NPC 스케일에 맞춰 튜닝한 Vladimir Khanin의 실증을 Jettelly가 정리했다.</description></item></channel></rss>