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.
As always, I’d love to hear your thoughts—leave a comment below, find me on social media @copyrightlately, or, if you’re asserting exclusive rights in a public-domain Mondrian, feel free to reach out directly to [email protected].
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// set the register to null, if it exists,推荐阅读51吃瓜获取更多信息
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