<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>win98的小站</title><description>记录 Web 架构、图形学、阅读与工程实践的个人博客。</description><link>https://win98.site/</link><language>zh-CN</language><lastBuildDate>Mon, 31 Aug 2026 00:00:00 GMT</lastBuildDate><item><title>Pi Worker 如何在受控边界内完成文学任务</title><link>https://win98.site/posts/arcvellum-agent-runtime/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-agent-runtime/</guid><description>解释 ArcVellum 的 Pi Worker 如何接收任务合同、选择执行策略、在双工作区内使用受限工具，并把语义产物交回确定性宿主验收。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>Pi Worker</category><category>Agent Runtime</category><author>某人</author></item><item><title>五十万字如何被拆成可兑现的剧情库存</title><link>https://win98.site/posts/arcvellum-beta-ledger/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-beta-ledger/</guid><description>解释 ArcVellum 怎样把总字数、时间跨度、类型节奏和事件库存分配到卷、章、场景，并在创作过程中持续纠偏。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>长篇规划</category><category>字数预算</category><author>某人</author></item><item><title>模型下笔前如何获得恰好够用的作品事实</title><link>https://win98.site/posts/arcvellum-context-prompt/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-context-prompt/</guid><description>解释 ArcVellum 如何用 Context Trace、证据分层、Prompt Recipe 与任务合同，把庞大的长篇项目编译成当前 Agent 能准确执行的一次文学任务。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>上下文工程</category><category>Prompt Engineering</category><author>某人</author></item><item><title>从作品档案到干净交付的产品工作面</title><link>https://win98.site/posts/arcvellum-engineering-delivery/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-engineering-delivery/</guid><description>解释 ArcVellum Studio 如何把项目创建、模型连接、顾问、档案 IDE、阅读器、自动创作和 DOCX 交付包装成普通作者可使用的桌面产品。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>Tauri</category><category>Product Architecture</category><author>某人</author></item><item><title>一个场景如何从问题状态求解成正式正文</title><link>https://win98.site/posts/arcvellum-longform-debugging/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-longform-debugging/</guid><description>逐步拆解 ArcVellum 的 scene-development 路线，解释角色推演、分支比较、正文生成、审查、晋升和状态写回的求解逻辑。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>场景生成</category><category>Agent 工作流</category><author>某人</author></item><item><title>大型文学系统怎样保持模块边界清晰</title><link>https://win98.site/posts/arcvellum-modularization/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-modularization/</guid><description>解释 ArcVellum 如何用 Engine、Studio、Runtime、API、Client 与 Desktop 分层，以及端口、适配器、组合根和架构棘轮控制复杂度。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>软件架构</category><category>Ports and Adapters</category><author>某人</author></item><item><title>一部作品在系统里由哪些事实构成</title><link>https://win98.site/posts/arcvellum-module-atlas/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-module-atlas/</guid><description>逐层解释 ArcVellum 的 Canon、人物、场景、长篇账本、候选产物、正式正文和交付物怎样共同构成一部可维护作品。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>数据模型</category><category>Canon</category><author>某人</author></item><item><title>复杂作品怎样被投影成稳定的叙事宇宙</title><link>https://win98.site/posts/arcvellum-narrative-projection/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-narrative-projection/</guid><description>解释 ArcVellum 如何把分散的作品事实编译成稳定、只读、可增量更新的叙事图，供星仪、阅读器和任务界面共同消费。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>Narrative Projection</category><category>Read Model</category><author>某人</author></item><item><title>叙事星仪如何把结构、节奏与任务变成交互场</title><link>https://win98.site/posts/arcvellum-orrery-frontend/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-orrery-frontend/</guid><description>解释 ArcVellum 的 2.5D 叙事星仪如何组织相机、布局语法、节点、曲线、语义缩放、窗口与真实项目动作。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>Vue</category><category>2.5D Visualization</category><author>某人</author></item><item><title>候选怎样获得成为作品事实的资格</title><link>https://win98.site/posts/arcvellum-policy-kernel/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-policy-kernel/</guid><description>解释 ArcVellum 如何用路线状态机、任务账本、内容身份、门禁与事务写回，管理正文、Canon、人物状态和正式交付的资格。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>状态机</category><category>Policy Kernel</category><author>某人</author></item><item><title>ArcVellum 如何把长篇写作变成可持续求解的问题</title><link>https://win98.site/posts/arcvellum-release/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-release/</guid><description>从目标函数、项目状态、文学任务图和权力边界出发，完整解释 ArcVellum 怎样维持一部跨越数十万字的作品。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>文学工程</category><category>系统架构</category><author>某人</author></item><item><title>文风怎样从语料证据编译成生成约束</title><link>https://win98.site/posts/arcvellum-style-system/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-style-system/</guid><description>解释 ArcVellum 如何把作品语料转化为详细、可评测、可版本化挂载的文风 Profile，并让风格从正文生成开始生效。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>文风学习</category><category>Prompt Engineering</category><author>某人</author></item><item><title>怎样证明一次创作闭环真的成立</title><link>https://win98.site/posts/arcvellum-verification/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-verification/</guid><description>解释 ArcVellum 如何从单元、合同、连续端到端、Prompt A/B、视觉验收和桌面安装包多个层次证明系统真正可用。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>E2E</category><category>Verification</category><author>某人</author></item><item><title>文学审查如何成为可执行的质量闭环</title><link>https://win98.site/posts/arcvellum-workflow-review/</link><guid isPermaLink="true">https://win98.site/posts/arcvellum-workflow-review/</guid><description>解释 ArcVellum 如何组合确定性检测、语义 AgentReview、精确候选身份、修订复核和长篇审计，让质量结论真正约束正文晋升。</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><category>ArcVellum</category><category>文学审查</category><category>Quality Gate</category><author>某人</author></item><item><title>每篇文章都要有一张脸：真实封面与确定性校样图管线</title><link>https://win98.site/posts/blog-cover-pipeline/</link><guid isPermaLink="true">https://win98.site/posts/blog-cover-pipeline/</guid><description>从 Content Collection 的可选图片字段出发，一路追踪列表裁切、默认封面、OG 卡、alt 文本与构建期资产审计。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><category>封面系统</category><category>Astro</category><category>可访问性</category><category>资产管线</category><author>某人</author></item><item><title>首页不是展示墙：一个可增长的索引抽屉怎样被做出来</title><link>https://win98.site/posts/blog-homepage-index-drawer/</link><guid isPermaLink="true">https://win98.site/posts/blog-homepage-index-drawer/</guid><description>当主题从四个增长到七个，原本的等高卡片如何失去比例；首页又如何用左宽右窄的索引与文章流容纳长期增长。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><category>首页</category><category>信息架构</category><category>响应式</category><category>交互设计</category><author>某人</author></item><item><title>把个人博客从视觉原型收口为可部署工程</title><link>https://win98.site/posts/blog-production-closure/</link><guid isPermaLink="true">https://win98.site/posts/blog-production-closure/</guid><description>对照架构文档，说明内容路由、封面、构建审计、搜索、隐私、性能预算与 Cloudflare Pages 发布如何形成闭环。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><category>Astro</category><category>部署</category><category>内容工程</category><author>某人</author></item><item><title>一次 undefined is not iterable 背后：三档页面路由如何失败又如何被固定</title><link>https://win98.site/posts/blog-route-dispatcher-debug/</link><guid isPermaLink="true">https://win98.site/posts/blog-route-dispatcher-debug/</guid><description>从主题 accent 缺失引发的真实崩溃出发，检查 Content Schema、构建期路由注入、full/minimal/none 隔离和容错边界。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><category>Astro</category><category>路由</category><category>TypeScript</category><category>故障复盘</category><author>某人</author></item><item><title>不再像一个 AI 技术站：本站视觉重构的取舍账本</title><link>https://win98.site/posts/blog-visual-redesign-ledger/</link><guid isPermaLink="true">https://win98.site/posts/blog-visual-redesign-ledger/</guid><description>从深色渐变、玻璃卡和发光粒子的同质化出发，记录光谱批注场、色彩职责、版式比例与可降级动效如何被一次次收紧。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><atom:updated>2026-08-31T00:00:00.000Z</atom:updated><category>视觉设计</category><category>色彩系统</category><category>交互</category><category>设计评审</category><author>某人</author></item><item><title>替友人 A 写一份气动弹性复现脚本：一次闲时 vibe coding 记录</title><link>https://win98.site/posts/mach-reflection-aeroelastic-reproduction/</link><guid isPermaLink="true">https://win98.site/posts/mach-reflection-aeroelastic-reproduction/</guid><description>友人 A 想复现一组马赫反射壁板曲线；我用 vibe coding 把论文公式组成 Python 脚本，也在数值失败中看清了“能画图”与“复现成功”的距离。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><category>气动弹性</category><category>论文复现</category><category>Python</category><category>vibe coding</category><author>某人</author></item><item><title>从答题助手到学习状态机：数学物理导师 Skill 的设计与缺口</title><link>https://win98.site/posts/math-physics-tutor-skill/</link><guid isPermaLink="true">https://win98.site/posts/math-physics-tutor-skill/</guid><description>拆解七类教学动作、130+ 知识点、五级掌握度与文件优先记忆，并审视依赖、测试、状态一致性和产品化距离。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><category>Agent Skill</category><category>数学</category><category>物理</category><category>学习系统</category><author>某人</author></item><item><title>文章是主体：把博客外壳变成可组合资源</title><link>https://win98.site/posts/modular-blog/</link><guid isPermaLink="true">https://win98.site/posts/modular-blog/</guid><description>从固定主题转向加法式页面装配，并让内容自由度与外壳自由度彼此独立。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><category>架构</category><category>Astro</category><category>MDX</category><author>某人</author></item><item><title>从符号地图到可执行路径：C99 推箱炸障两阶段求解器技术全档案</title><link>https://win98.site/posts/sokoban-two-phase-solver/</link><guid isPermaLink="true">https://win98.site/posts/sokoban-two-phase-solver/</guid><description>以当前源码、Git 历史、50 图回归与 MCU 接入记录为证据，完整解释识别顺序、重复标签配对、炸弹改图、弹箱交错、推箱搜索、状态回滚、内存边界、已知缺陷和下一代算法路线。</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><atom:updated>2026-08-30T00:00:00.000Z</atom:updated><category>C99</category><category>路径规划</category><category>启发式搜索</category><category>嵌入式系统</category><category>工程复盘</category><author>某人</author></item><item><title>主题不是皮肤：让配色成为多层渲染的共同数据</title><link>https://win98.site/posts/theme-as-data/</link><guid isPermaLink="true">https://win98.site/posts/theme-as-data/</guid><description>用语义 CSS 令牌同时驱动 DOM、背景 Canvas 与文章私有组件。</description><pubDate>Thu, 27 Aug 2026 00:00:00 GMT</pubDate><category>CSS</category><category>设计令牌</category><author>某人</author></item><item><title>把阅读控制权交还给读者</title><link>https://win98.site/posts/reader-control/</link><guid isPermaLink="true">https://win98.site/posts/reader-control/</guid><description>字号、行宽、沉浸开关与系统偏好如何共同构成长文阅读界面。</description><pubDate>Wed, 26 Aug 2026 00:00:00 GMT</pubDate><category>排版</category><category>可访问性</category><author>某人</author></item><item><title>粒子场</title><link>https://win98.site/posts/particle-field/</link><guid isPermaLink="true">https://win98.site/posts/particle-field/</guid><description>一个使用完整视口的 Canvas 流场实验，也是 chrome:none 文章的构建证明。</description><pubDate>Tue, 25 Aug 2026 00:00:00 GMT</pubDate><category>Canvas</category><category>交互</category><author>某人</author></item></channel></rss>