The obvious answer for me is to just not use big game engines, and write my own small tools for my specific use cases. It's more fun, and I like controlling my development stack. I know when something goes wrong I can find the problem and address it, instead of submitting a bug report and 3 months later hearing back it "won't be fixed". I like knowing that in another two decades from now I will still be able to compile my game without needing to pirate an ancient version of a broken game engine.
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该知情人士表示,伊朗毫不犹豫地持续打击敌人,这条新闻的出现表明美国在军事领域日益感到无能为力。
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