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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But it's also possible to modularise something without hiding any implementation details from other mdoules that want to connect to it.
이란이 보유해 온 세계 최초의 ‘무인기(드론) 항공모함’이 미군의 공격으로 피격됐다. 해당 함정은 한국에서 건조한 컨테이너선을 개조해 만든 것으로 알려졌다.,更多细节参见快连下载安装
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