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Sigh. I’m as disappointed as you are, but there are no two ways about it: LLM
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.。业内人士推荐爱思助手下载最新版本作为进阶阅读
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Марина Совина (ночной редактор),推荐阅读体育直播获取更多信息