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Blue: Ways one might refer to #。关于这个话题,新收录的资料提供了深入分析
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.,推荐阅读新收录的资料获取更多信息
好,就算我们对上一个问题三缄其口,人人都愿意去驿站取快递,但还有一个问题:
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