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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5. FE 团队“AI 辅助编码标准化”方案
此刻,他站在她生命的源头,看着屋前那口老井,心里忽然清晰地浮现出一个画面:一百年前,那个同样年轻的女孩,便是从这里提起一桶桶清冽的井水,转身走进家门。这画面并非来自灵异的感应,而是母亲、舅舅和姨母们讲述的涓滴记忆,在他踏上这片土地时,骤然汇聚成河。